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Inspiring
January 13, 2014
Answered

Requesting Context3D is slow

  • January 13, 2014
  • 1 reply
  • 544 views

I am noticing that on some devices, requesting a context3D ( via stage3D.requestContext3D( "auto", Context3DProfile.BASELINE ) ) can be particularly slow ( like: 15 secs on the Nook Color ! ).  This is just for requesting the context.  Uploading textures to the GPU, afterwards, is nearly instantaneous by comparison.

What I would like to do is give the user a hint that the app has not crashed and is still initing ( 15 secs is a long time to wait when nothing is happening! ).  Unfortunately, I have determined that while the context is being requested, no screen refreshes occur ( no enter_frame events ), so I can't even do a little loading gage animation.

Instead of using an enter frame handler to animate my loading gage, I also tried using a timer with timerEvent.updateAfterEvent(), but that didn't force any refreshes either while the context was being requested.

Any ideas?

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Correct answer User Unknow

I think it's have poor GPU. Firstly try to switch from Context3DProfile.BASELINE to CONSTRAINED. I don't know why you need to use BASELINE for mobiledevices that is have slow GPU. BASELINE used in most cases on desktop games.

Also what is your Air SDK version?

1 reply

User Unknow
User UnknowCorrect answer
Legend
January 14, 2014

I think it's have poor GPU. Firstly try to switch from Context3DProfile.BASELINE to CONSTRAINED. I don't know why you need to use BASELINE for mobiledevices that is have slow GPU. BASELINE used in most cases on desktop games.

Also what is your Air SDK version?

Inspiring
January 20, 2014

Hi Anton,

indeed, using a BASELINE_CONSTRAINED context reduced the delay in obtaining a 3D context.  On Nook Color, this went from 15 secs to 7 secs. approx. ( just for the requesting part ).

However, this led to another, different, issue on Kindle Fire 1 -- a bug, I believe:

Filed as:

https://bugbase.adobe.com/index.cfm?event=bug&id=3695939