150 x 150 map with 10.000 events, and have around 190 events on screen, I got 55 FPS at the minimum.I got perfect 60 FPS while no antilag I got 1 FPS 150 x 150 map with 10.000 events, all events are off screen.I got 30 FPS while no antlag I got 10 FPS I got 60 FPS while no antilag I got 49 FPS at the minimum Tested using Core i3 2.40 GHZ, 4GB of RAM, Windows 7 64-bit with no additional scripts, I got following results : Insane - Enhance page checking to prevent mini freeze when checking all event pages (*NEW).When the sprite is off screen, it disposed immediately to prevent performance loss. So, if you have 10.000 events you will have no worry about performance. It checked map table instead of iterating through all event. Prevent update character sprites located on far away Registered any event that started to prevent check all event and see which is starting Registered all events into table for faster collision detection using default 32 x 32 grid movement I will likely to make compatibility with my own scripts. However, I can not guarantee that it will have high compatibility since I overwrite most of stuff. This script increase the efficiency on how default script works and prevent unecessary update when it's not needed to gain speed. It's not entirely wrong because when you have a lot of events, program need to checks all events. And so, to avoid lag, you split your map into part and limiting the event as well. You may think it was because you have many events on map. For those who insane enough to put a lot of events on mapĪs most of you already know, lag is common problem in RPG Maker games.
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