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Inspiring
June 27, 2013
Question

FULL_SCREEN, Stage3D and OS/X is very slow?

  • June 27, 2013
  • 2 replies
  • 5090 views

I can't find the previous version of thread, the last email I had with an update shows it as having been deleted.

Anywho, here's a demo showing the issue.

On my Mac Mini ( purchased last year ), in Safari if I stretch this link to full-screen, it is very fast ( basically full-screen other than the top header ).  If I press the Full Screen icon in the top right, the frame rate drops a LOT.

Here's the link...

http://www.cando3d.com/art

( click on the Search icon, type some text to google image search for, and press RETURN or ENTER, then wait ).  Note that some images won't be loaded due to crossdomain.xml issues - we have an optional local proxy server solution which will load all of the images, but this doesn't show loading progress ).

I'd be interested in hearing if any other OSX users are seeing the slow down problem ( or even Windows users ).

Many thanks...

Mal

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2 replies

Colin Holgate
Inspiring
July 9, 2013

I don't think it's a fullscreen issue, the pwerformance is poor even if I just make the browser window bigger. It's as if you're not using GPU at all.

jeromiec83223024
Community Manager
Community Manager
July 9, 2013

Interesting.  I'm running 10.8.4 on one of the retina MBPs with an old-school cinema display attached, and I'm not seeing the performance issue, even when vigorously scrubbing the mouse around -- it's snappy.

I don't have easy access to an older mac mini at the moment, but I can find someone that does.  Can you give me the pertinent details from About This Mac > System Config so that I can direct them to the right hardware?

Colin, any chance you're running the content debugger?

jeromiec83223024
Community Manager
Community Manager
July 16, 2013

I've recompiled with Telemetry enabled, and have a few different versions...

1) Normal one

http://www.cando3d.com/art

2) This has the code for the wall change disabled

http://www.cando3d.com/art/no_wall_change/

( Colin, we were just changing the colour value of a shader every frame, based on 3 separate bouncing RGB values )

3) Fullscreen, not full-screen interactive, mode - and also wall change disabled

http://www.cando3d.com/art/no_fullscreen_interactive

Jeromie wrote...

  • On older hardware, when you zoom into the photos and pan left or right using the buttons, you can clearly see a lot of dropped frames, even with hardware acceleration enabled.

If you have images loaded, the code when moving between images will auto show either a thumbnail or the original high-res image.  This would be the cause of some dropped frames, but this is separate from the overall slow-down issue that we're seeing.  We get it even if no images are loaded, and if you just look around from the middle of the room.

  • Performance is fine if you stay zoomed out and pan around.  You can whip the camera around and you won't see dropped frames.

As above, we're seeing a drop in performance if we stay zoomed out and pan around, in full-screne mode.  In windowed mode, it is very smooth / great performance.

  • When I look at the SWF using Scout, I see a really long EnterFrame() loop every time I click the arrow, and a lot of activity right as I change to/from fullscreen.

For the toggle to / from full-screen, the code is pretty straightforward - see below...

private function _onMouseEventClick ( event:MouseEvent ):void

  {

   try

   {

    if ( _this.stage.displayState == StageDisplayState.NORMAL )

    {

     if ( bFullScreenInteractive )

     {

      _this.stage.displayState = StageDisplayState.FULL_SCREEN_INTERACTIVE;

     }

     else

     {

      _this.stage.displayState = StageDisplayState.FULL_SCREEN;

     }

     iconFullScreen.visible = false;

     iconFullScreenRestore.visible = true;

    }

    else

    {

     _this.stage.displayState = StageDisplayState.NORMAL;   

     iconFullScreen.visible = true;

     iconFullScreenRestore.visible = false;

    }

   }

   catch ( e:Error ) { };

  }

}

Hopefully the new links with Telemetry enabled will help narrow down the problem, which is of full-screen mode being a LOT less smooth than windowed mode, even when windowed mode is stretched to be practically the same size as full-screen mode.


Thanks for the detail. 

Just to verify, please confirm that you have Use Hardware Acceleration checked in the Flash Settings, and that you're using the Release player and not the Content Debugger when evaluating performance.

jeromiec83223024
Community Manager
Community Manager
July 9, 2013

When I look at this in Safari with Flash Player 11.8.800.95 on OSX 10.8.4 is that performance is fine in both embedded and full-screen, unless the app is actively trying to load images.  Once the loading process is complete, performance returns to normal.

I see a similar performance hit in Firefox, but it definitely appears to be more severe in Safari.  Most of the network activity is handled by the Browser, so it may be more performance intenstive there.


I'd recommend taking a look with Adobe Scout to see if you can identify any hot spots in your code.

Mal_CanDoAuthor
Inspiring
July 9, 2013

Hi Jeromie,

Thanks for taking a look, and for the feedback!

The performance drop I'm seeing is just going from windowed to full-screen ( even if no images are loaded ) - the FPS drops from a very smooth windowed version, to a mildly smooth full-screen version.

I'm seeing the issue on a Mac Mini ( about a year old ) with 10.8.4.

The loading performance hit issue is mainly the fact that I'm kicking off 50 image loads in a short space of time - I'll code up a system shortly to load a limited amount, and try a new load as an old load completes, but this is a different issue that I'm seeing from toggling full screen / windowed.