# Phaser Vue Severe Performance Issue

**URL:** <https://phaser.discourse.group/t/phaser-vue-severe-performance-issue/9023>\
**Category:** Phaser 3\
**Created:** [March 3, 2021, 9:13am UTC](https://phaser.discourse.group/t/phaser-vue-severe-performance-issue/9023 "2021-03-03T09:13:38Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![tavo](https://avatars.discourse-cdn.com/v4/letter/t/0ea827/32.png) [@tavo](https://phaser.discourse.group/u/tavo)\
**Post date:** [March 3, 2021, 9:13am UTC](https://phaser.discourse.group/t/phaser-vue-severe-performance-issue/9023/1 "2021-03-03T09:13:38Z")

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Hello everyone,

I’m pretty new to Phaser development and want to create a small jump and run game which is supposed to be integrated in our VueJS webapp.  
After getting everything up and running and also including a few game elements, I am now facing SEVERE performance issues. I must have done something wrong but just have no clue what it could be.

First of all: Vue Component  
I created a Vue Component in which I integrate the game. That works pretty well by now.

Preloader Scene:  
I use this to preload assets from my folder and to create some animations.

GameScene:  
Everything is supposed to happen here. Basically I have a hero which runs around and fights some monsters. The landscape in the background is a little more complex, as it consists of multiple layers and depends on the user data, so I cannot use a static background.  
I did not add any game logic yet, except for moving the hero.

When starting the game my browser uses between 1.5 - 3.5GB working memory, sometimes even 7GB. Seems like it is worse in Firefox than in Chrome.

First I thought it was because of the background images, so I tried to put them in a RenderTexture or even remove them from the scene. No relevant improvement.

After reading quite some posts about phaser and the performance, I also removed my hero from the scene (even if checking input and moving the hero accordingly should not be that bad…) and changed my game config. Right now I’m running a scene with just one static background image and nothing inside the update method - working memory is up to 3.3 GB.

My adjusted game config looks like this:

export default {  
width: 960,  
height: 540,  
type: Phaser.AUTO,  
parent: ‘gameframe’,  
backgroundColor: ‘#b5ecf9’,  
physics: {  
default: ‘arcade’,  
arcade: {  
gravity: {  
y: 400  
},  
debug: true  
}  
},  
fps: {  
target: 30,  
min: 15,  
forceSetTimeOut: true  
},  
scene: [Preloader, GameScene]  
}

I’m seriously running out of ideas and as I am not experienced with Phaser yet, can anybody help?! Would be highly appreciated.

Thanks a lot!
