Benchmarking

● ARCHIVED · READ-ONLY
Started by Dias 6 posts View original ↗
  1. I have a project who have a lot of lag. And I'm looking for some ways to do a benchmark on the Maker, catching what events and scripts are consuming memory, to see what I could improve, to banish the lag from the game. :p

    It's a serious thing, though, It's broking a lot of mechanics, and the Anti-lags Scripts broke some events and doesn't help at all.

    Hm... My english isn't good, because that's not my native language.

    Thanks for the help.

    Safety and Peace.
  2. What kind of PC do you have?


    Any current PC should be able to handle a lot of events and scripts, and that would point to either a badly designed parallel process event, or to a script that forces heavy CPU usage (there is one lighting script that does this for example)
  3. My PC is made in national territory. Isn't the best PC, but have 4Gb of memory ram. My CPU has 1.5ghz. I think it's a good machine, to use maker and develop for Web and Desktop, though.

    The problem isn't in the PC, I'm developing a open-world/sand-box game. It inflicts in large maps and lots of NPCs and Parallel Events. I need to control more precisely the consume of the Memory and CPU by the game, to make a game that runs in any PC. I'm writing scripts and controlling what events do, to minimize the lag (In a scale from 0 to 10, the lag was 10 and now is 6). I thought that perhaps would be a way to do a benchmarking.

    Safety and Peace.
  4. I'm afraid that "real", millisecond-by-millisecond benchmarking is both very difficult to implement in RPGVX Ace and not that useful.  Instead, you should probably work on a more touchy-feely style of benchmarking.

    It goes like this:
    1) Temporarily remove something that might be causing lag.  Like Andar said, this is likely to be a certain script or parallel processing event.

    2) Run the game.

    3) See if the framerate improves any.

    4) Put it back in and repeat.

    You'll start to see what parts of your game are using the most CPU.  If Andar is right, then this will isolate the inefficiency at hand.  If not, then I think you just have too many scripts and events going on at once for your computer to handle.  Reduce map size, get rid of expensive scripts/events, etc.  See if you can deactivate some parallel events in certain situations.

    Good luck on your game,

    Ben
  5. I was talking to a friend, and he said that this is because I didn't planned the development well, and yes, when I started the game 2 years ago I didn't had the knowledge, that I got studying IT.

    The trouble is with multiplies NPCs walking around, I don't despawn they or respawn they. And that's horrible idea, it's better despawn and respawn they in a certain range, based in the location of the player. I'm planning better this and using the Ace debbuger, to improve my scripts, I don't know what exactly I will do with the parallel events, but I'll figure out. I'm always open to useful help. :p

    Thank you guys, especially Ben, for the help it will help me to improve the game experience. And again, sorry by the bad english.

    Safety and peace, brothers.
  6. Events that are far away from the player are automatically unloaded (I'm not sure what the technical term is, but they stop moving/updating) to reduce lag. 

    How many parallel process events do you have? Do you have "wait" commands in those, to keep them from running more than necessary? This is probably the most important thing to check.