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AeghtyAteKees

Do Your Games Actually Run At 60 FPS?

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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...?

Edited by AeghtyAteKees

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It does for me, but my machine is overqualified. (Actually a disadvantage when deving, cuz I don't know at what point others will suffer. :thumbdown:)

 

As for your performance question, the only thing that matters is operations per second. Conditionals change gear, inventory and variables. Perform in only 1 to a handful operations, so you will be hard pressed to overload the processor with those. However graphical processing especially for things in motion takes hundreds of operations and must refresh every frame, so most engines put that heavy workload on the graphics card, geddit graphics gets done by the graphics card :o. But not RM :thumbdown:, everything is pushed through the processor. Since RM renders graphics on demand a large map does not affect processing speed only RAM usage.

 

Conclusion, number of events has a negligible effect on performance but if these events update graphics frequently. The performance hit racks up pretty quickly. There are ways to combat this but it involves a tonne of work :(

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Haha No.

 

Although anti lag scripts can be helpful. I find Victor's one works quite well so long as you don't overdo it on your events.

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My pc is pretty beastly so it runs at 60 regardless. On my laptop where I test the game on the go it dips between 34-60 and around 20-60 on the world map which is quite large.

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In my experience, my own games always run at 60FPS for me, however, I'm not sure if I could say, that they're actually running at 60FPS as I can notice tiny lags from time to time and the game not being smooth at all.

 

It's all weird, but I can say one thing - Ace's performance is always bad. 30FPS isn't that bad. It's not even that noticeable unless there are fps-drop-spikes (that obviously go below 30 FPS).

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