Do events cause lag?

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Started by Demrottens 10 posts View original ↗
  1. Well, I already have 309 events and I find it a bit laggy, also when I enter a house (that has almost no events and is considerably smaller) I have no lag at all.
    I want to know because I want to fill one of the borders of the map with say 20 events that trigger when you touch them and have conditional branches so you can teleport to the next map everytime you touch the edge of the map but it is almost 20 events wide so I don't know if it may cause lag.
  2. Of course events cause lag, especially in such a number as 300. That is why there are antilag scripts for VXAce. 20 should be fine though.
  3. Poryg said:
    Of course events cause lag, especially in such a number. That is why there are antilag scripts for VXAce.
    That's what I feared... and do those antilag work? Vause I really need such a large amount of events, and soon they will be more
  4. If they didn't work, they wouldn't exist, don't you think?
  5. Why don't you use script to make them less??
  6. yes, events can cause lag - but for most events that is only a very tiny bit. 300 simple Events should be OK on most current computers - you would have to have either an old computer or have badly designed events to cause lag with that.

    Because what really causes lag are parallel process events, especially if they have a bad logic design - a single badly designed parallel process can lag even the most powerfull computer available.

    And because of that it depends on your events to decide wether antilag scripts work or not.
    Most antilag scripts work by stopping the processing of events that are farther away from the player - which might or might not cause other problems.
    There is no simple solution to lag, you'll always have to check the cause for the lag and remove it. Antilag-scripts help with one cause of lag, but they don't solve bad parallel processes.
  7. Poryg said:
    If they didn't work, they wouldn't exist, don't you think?
    Yeah, that's true
    Andar said:
    yes, events can cause lag - but for most events that is only a very tiny bit. 300 simple Events should be OK on most current computers - you would have to have either an old computer or have badly designed events to cause lag with that.

    Because what really causes lag are parallel process events, especially if they have a bad logic design - a single badly designed parallel process can lag even the most powerfull computer available.

    And because of that it depends on your events to decide wether antilag scripts work or not.
    Most antilag scripts work by stopping the processing of events that are farther away from the player - which might or might not cause other problems.
    There is no simple solution to lag, you'll always have to check the cause for the lag and remove it. Antilag-scripts help with one cause of lag, but they don't solve bad parallel processes.
    copy that
  8. I once got a report that my game did 8 FPS on a map with 400 events with no anti-lag scripts, no events set to parallel process (all were action button or player touch). So it can happen just due to a high number of events just because RPGMaker checks all events to see if they need to run every cycle. But, on newer computers I had no lag with that same map.

    As it is, maybe see if you can use a region common event script instead of all those events? If you use one of those, you just have to set up the notetag and common event, then mark the area you want it to occur with the right region id. I used that to get around making an event for every tile in a 30 x 20 puzzle room.
  9. bgillisp said:
    I once got a report that my game did 8 FPS on a map with 400 events with no anti-lag scripts, no events set to parallel process (all were action button or player touch). So it can happen just due to a high number of events just because RPGMaker checks all events to see if they need to run every cycle. But, on newer computers I had no lag with that same map.

    As it is, maybe see if you can use a region common event script instead of all those events? If you use one of those, you just have to set up the notetag and common event, then mark the area you want it to occur with the right region id. I used that to get around making an event for every tile in a 30 x 20 puzzle room.
    Could you explain to me how to move player to another map with regions? Do I have to create a common event for every edge of every map? Cause I will make like hundreds of maps or at least 150
  10. @Demrottens

    you add a region event script and then configure it that a certain common event is called whenever a tile with a specific region ID is entered.
    Which means that you'll need one common event in total for every transfer in your game (if you have that common event check position and Map ID) or one common event for each map (if you want to use the common events with simpler structure)