Luca Fagioli
Luca Fagioli
I believe this issue shouldn't be closed, because in mobile devices performances are still very bad. Or maybe there are techniques that I am not aware of? Please help.
@samme thanks for re-opening this issue. I believe that instead of introducing new features, we should make an **real** effort to make WEBGL working with the same performance as canvas...
@samme thanks for your tips and support Regarding Phaser 3, if you have some tips on the same topic or a document/blog post I can read about it, please share...
@geddski try these settings: ``` { channels: 2, samplerate: 48000, vbr: 4 } ``` The key is the `vbr` option. A value of 4 should slightly reduce the size of...
Hi @richardscarrott, have you found a solution for that?
@richardscarrott I have ended up doing the same thing in fact, thanks.
@CharlesStover The approach you described here is totally legit, and I am using it successfully even with Server Side Rendering, thanks. `addReducer` does not work with Server Side Rendering, so...
So far, I found the quickest method to submit a test code is to edit a Phaser example, and past the code into the Issue ticket (with the link to...
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These fiddles illustrate the difference between CANVAS and WEBGL rendering: WEBGL: https://jsfiddle.net/d5341sga/2/ CANVAS: https://jsfiddle.net/zbs9e7wL/2/ Note: the examples above are using Phaser 3.80.1