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Found 3 results

  1. Hi everyone, If I check my fps using F2, my results vary drastically, usually fluctuating around 20-40, but occasionally dropping to 10 and rarely ever at 60. Is F2 a reliable source for my frames per second rate? I have a pretty big game in development, but I never go overboard on my map sizes/number of events. I never have maps with either dimension over 100 (rarely over 50), and I rarely have more than 30-50 events on a map (though I do use most of the events for mapping aspects). However, my fps seems to heavily depend on what map I'm currently on. Is the size of the map in comparison to the amount of events the primary contributor to fps drop? I don't run any parallel processes on the maps, just a few parallel process common events when called (though I do have one parallel process common event that is always running, though that doesn't seem to affect fps if I disable it). It's worth noting that I do use a lot of pictures in mapping. Not parallax-mapping technically, but fixing pictures to the map and layering them above/below the map at times, so my game does deal with processing several transparent elements at a time. Do pictures/graphics with transparent elements drastically affect fps rate? Personally, I don't seem to notice any significant loss of gameplay or appearance of my game at 30 fps, so I guess that's not an issue? But of course dropping to 10 is pretty laggy, so I'm hoping to make some improvements. It's also worth noting that my laptop is a Grade A Piece of $hit. Most games/applications do not run smoothly on this machine, so how much lag should be attributed to my game development/RGSS3's capabilities, and how much is the fault of my hardware? So, do your games always run at a smooth 60 fps, and if not, what do you do to reduce the amount of drop, and are you also okay with a 30 fps rate for an RM game? Thank, everyone! Update: I decreased the size of one of my particularly laggy maps (10-20 fps) and noticed an immediate improvement. Curiously though, my fps is not very improved (hardly over 20). It runs a lot better from what I can tell. Strange...?
  2. Okralord

    Yanfly Victory Aftermath LAG

    HELLO! I'm getting some pretty bad lag during the exp bars part of Victory Aftermath. I've tried changing the sound effect used for the bars, as well as the tick count. Neither of these things has helped. I saw another post that said he "resolved" the issue and that it was lag due to having to many tabs open in a browser, but I'm not running it in a browser. I don't even have anything else running in the background and there's plenty of RAM available. I also tested on other PC's and it's giving the same result. Link to the plugin: http://yanfly.moe/2015/10/13/yep-7-victory-aftermath/ I would greatly appreciate any help with this. Thanks! -Okra
  3. For the last week or so, I have been working with TheoAllen on his antilag script, mostly swapping ideas and code back and forth. Some of my ides and code made it into his script and some didn't, and while I was working on my own personal copy, he started added his "insane" optimizations, really trying to be able to support as many events as he could. I on the other hand, decided to try more for compatibility and speeding up sprites. Doesn't include the "insane" optimization for large numbers of events, so Theo's script is definitely faster when there are more events on the map, but mine might work better for people when there are fewer events or when there are compatibility issues, so I will post what I have so far here: You should probably turn off OPTIMIZE_EVENTS_XY for any pixel movement or ABS scripts but give it a try with it on! This is not meant to compete with Theo's script and is only meant for better compatibility and/or to possibly speed up maps with fewer events.
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