Oh super cool! Is this your main project at the moment?
I am using Google Chrome on the latest version, on my M1Max 64GB MacOS 26.3 - I was a bit surprised as the GPU was at 0% and CPU sits at about 80-95%. So it may be on my end, unusual.
I don’t really have a main project at the moment :) this one I haven’t touched for a couple weeks now, but I’m hoping to pick it up as soon as I have enough free time and inspiration to do so (both are a bit low at the moment).
Thanks for the specs, that’s a very beefy machine so it doesn’t look great that CPU usage is apparently that high. Although I think as long as the game’s running smooth, it’s not too concerning. I don’t have an Apple Silicon Mac to test/reproduce the situation, but the fact the GPU is at 0% (in some cases Construct’s gpuutilisation system expression can also report “NaN” instead of 0%) is a bit weird.
Another issue I know about that I haven’t fixed is framerate dependency. I just pushed a new build (19) which has the new “fixed FPS” project setting (and FPS is locked to 60), which should be a feasible workaround for that.
I also added some info in the top left about the renderer (webgl/webgpu, etc); I’d love to know what it says on your Mac. On my iPad with Safari it says webl2 | Apple GPU, GPU usage is “NaN” the whole time and CPU usage rarely goes above 25%.
Hey, so even at that high usage before it did run smooth. However I tested the new version, and it’s much better.
So I know on Safari, Scirra have disabled WebGPU at the moment, but eventually iPadOS having WebGPU for Construct will be fantastic. But I tested on Chrome again today for the Mac as that can use WebGPU with AppleDevices, it’s running at 60fps, CPU 15-20% and GPU around 5% - as well as the renderer being AppleMetal with WebGPU, running much more expected!
I forgot they added a locked framerate, that is very helpful too. I have a few devices, if you ever need extra benchmarks happy to help.