How to Update NW.js to Dramatically improve Game Performance!

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Started by KillerGin 273 posts Page 11 of 14 View original ↗
  1. contentdeleted said:
    I just tried with v6.0.4 as well as the latest version 6: v6.1.0-rc.4
    In both cases I have errors from engine code in the tilemap and sprite files
    Did you port the engine files to the latest APIs? There are several breaking changes v4 -> v5
    I only have game breaking errors with v7, specifically the register plugin part of the renderer. With 6.0.4 i just made a small change in rmmzcore to get rid of one of the warnings.
  2. Dark_Ansem said:
    I only have game breaking errors with v7, specifically the register plugin part of the renderer. With 6.0.4 i just made a small change in rmmzcore to get rid of one of the warnings.
    Forgive me for being skeptical, but are you sure that you are managing your files correctly? The register plugin api is changed in v5 and v6 as well, it should not work there without additional effort on your part (and updated versions of the plugins that rmmv uses like pixi-picture and pixi-tilemap)
  3. contentdeleted said:
    Forgive me for being skeptical, but are you sure that you are managing your files correctly? The register plugin api is changed in v5 and v6 as well, it should not work there without additional effort on your part (and updated versions of the plugins that rmmv uses like pixi-picture and pixi-tilemap)
    The console only shows two warnings about deprecated functions, used to do 3 but as I said I changed that. If you want me to check something specifically I'm all ears.
  4. 1695152812579.png
    Just double checked, tested with a freshly created RMMV project and this is the result.
  5. Dark_Ansem said:
    My bad, I'm with Mz not mv
    Oh I see, interesting, I didn't even realize there was a difference in the pixi versions they were originally developed for, apologies for the confusion !
  6. Has anyone tested this with the Steam Deck?

    I've tried updating my NW.js for MZ to both v80 and v70, and both work fine on my desktop PC, however when I put the game onto my steam deck to test, it wont launch.

    It was working on deck before updating the NW.js. Are there versions of NW.js that work with the deck and ones that are not compatible?

    I am using a windows build of the game with proton compatibility layer on deck.
  7. I don't know if the forum is dead or not, but I want to know if nw.js can be updated to version 0.80.0 and pixis 7 without problems.
  8. Koutome said:
    I don't know if the forum is dead or not, but I want to know if nw.js can be updated to version 0.80.0 and pixis 7 without problems.
    Nw.js shouldn't cause any problems, but upgrading pixi to 5.0 and beyond will cause issues - for how to mitigate them see discussions earlier in the thread.
  9. chris-cote said:
    Has anyone tested this with the Steam Deck?

    I've tried updating my NW.js for MZ to both v80 and v70, and both work fine on my desktop PC, however when I put the game onto my steam deck to test, it wont launch.

    It was working on deck before updating the NW.js. Are there versions of NW.js that work with the deck and ones that are not compatible?

    I am using a windows build of the game with proton compatibility layer on deck.
    I've actually been using the Linux build of the game on nwjs with MV with (almost) no issues on steam deck. I recommend trying that rather than using proton for the windows build
  10. Koutome said:
    I don't know if the forum is dead or not, but I want to know if nw.js can be updated to version 0.80.0 and pixis 7 without problems.
    I tried v80 on Steam Deck, and it was not compatible (windows version with the latest Proton).

    v70 seems to work, so that is what I am using (MZ)
  11. Do you guys have any favorite version of nw.js that you prefer for RpgmakerMV? I understand it might vary a bit from project to project

    Also, is it possible to update an already deployed game?
  12. error.jpg
    Hi you wonderful peeps,
    I did this a long time ago and suddenly I'm now getting this error whenever I try and test the game in MV. Anyone know what's wrong with it or do I need to go back to an older version of NW.js?

    Thanks for any help in advance!
  13. @Tortletalk

    I've copied this from the guide on page 1:
    "
    This is due to your NW JS version having been changed at one point and then changed again after that. This is actually on your system and reinstalling/deleting the game won't fix it as the problem persists in your appdata, especially if you play multiple RPG Maker games by multiple people it may cause this if people play around with NW JS files.

    1. To fix this error click your file explorer and type in
    %LOCALAPPDATA%/ (You can also go to users/*your user name*/Appdata/Local to achieve same effect)
    1. Then go into KADOKAWA\RPGMV\User Data\Default
    2. Delete both Web Data and Web Data-journal.

      After this the NW JS gets updated when the game is ran again and the error will disappear.
    "

    ____________________
    I finally got around playing with this to see how it performs, and pretty much immediately stumbled on two issues which make me question if upgrading is really a viable option. I am at this point assuming that these are not only happening to me, but if you have a different experience or solution, feel free to answer.

    First off: As soon as you replace the nw.js application, you will get blocked by Windows Defender when trying to start your game for the first time. The reason being that it is not signatured.
    I normally do not care about these blocks too much, as you will run into them eventually when you play games from other sites. That being said, other players may raise an eyebrow if they start your rpg maker game and get this notification. If we go the publishing on Steam route, it becomes especially... problematic.

    Second: The nw.js profile error. I had at first assumed that it may be bound to a specific game, but from what I can see it is bound to the specific engine used. So in this case either MV or MZ. The problem here is that even if you resolve the issue for your project, if a player starts another game of the same engine, they will run into the same issue once more as soon as that game has a lower nw.js version than yours. At the end of the day, this is of course technically not your problem - as long as you don't end up on the other side of the table.
    I looked over the pages of this guide and it seems there may be a solution to assigning your project a specified path, maybe solving that issue. In another thread however I read that especially MZ seems to overwrite that specific .json file everytime the game runs or is saved (... something like that).

    As long as these issues persist (again, gladly prove me wrong if you can), I do not see an (objective) merit that makes this worth unquestionable.
    From what I understand, this greatly boosts the performance for MV. So if these issues are of no concern for someone specifically, it seems like a possible trade. A trade with (subjective) drawbacks, though.
    For MZ, as far as I could see in my project: It did stabilize the framerate somewhat, but if I had a stronger system, it wouldn't even matter.
    Again, this is for my project, though - with some plugins which cost me about 10 fps and cause occasional lag spikes on my small test map. Could probably get a bit worse when filling an entire larger map, but runs without problems in vanilla and better in performance mode of my system. So in short: If I would not have hardware that not quite matches the software's minimum requirements, I would probably get a solid 60 without any problems.

    The same goes for pixi.js, by the way. It gave me a solid (small) improvement, personally, but it may or may not matter to you. That being said, pixi.js has no problems like nw.js, it is rather a matter of not being able to upgrade it much further without compatibility issues.
    The devs left it on the last 5.x version for a reason. I could only go as far as 6.0.4 as everything from 6.1 onwards changed too much, immediately giving me a crash on startup. I believe 6.5? did work for some reason, but I had issues with one of the plugins I use, basically displaying the tileset improperly.

    So in short: Both viable upgrades, especially for MV I presume. Because at the end of the day you will always try to stabilize your framerate as much as possible.
    But the problems that come with upgrading nw.js manually do raise some concerns. As I do not plan to upload my game anywhere 'steam-like', I could probably just live with the Defender Notification and say "if you play other games made with mz I do not care", but... well.
    Then again, if "everyone" upgrades their nw.js in all versions possible, I wonder if I should actually even care at this point.

    So going from there, I guess I just wanted to put that out there. I am not quite sure how I should decide personally at the moment, so I will think this over. Or - again - maybe someone knows better than me.
  14. It looks like these instructions might be out of date for MZ 1.7.0
    Unless I'm missing something, for me it was enough for the windows version to replace the nwjs-win folder contents with the downloaded one (0.82 as of writing this)

    I'm not sure the other things are needed.

    For example I don't have a file game.exe, it's already called nw.exe in both the old and new versions.
    No package.json or www found in the original folder.
    No nwjs-win-test folder.
    So I'm wondering if these are MV specific changes.

    After just copying the folder, I can see it's now running version 0.82, and everything seems to be working.
  15. chrisleeca said:
    It looks like these instructions might be out of date for MZ 1.7.0
    Unless I'm missing something, for me it was enough for the windows version to replace the nwjs-win folder contents with the downloaded one (0.82 as of writing this)

    I'm not sure the other things are needed.

    For example I don't have a file game.exe, it's already called nw.exe in both the old and new versions.
    No package.json or www found in the original folder.
    No nwjs-win-test folder.
    So I'm wondering if these are MV specific changes.

    After just copying the folder, I can see it's now running version 0.82, and everything seems to be working.

    It is just easier now, you delete the folder contents and replace everything in the folder with the zip contents and don't touch anything.

    As an FYI for the sake of keeping things current, your game will likely not be able to run on SteamDeck if the NWJS version is above 0.69 (I have tested that 0.69 works)
  16. chris-cote said:
    It is just easier now, you delete the folder contents and replace everything in the folder with the zip contents and don't touch anything.

    As an FYI for the sake of keeping things current, your game will likely not be able to run on SteamDeck if the NWJS version is above 0.69 (I have tested that 0.69 works)
    Thanks.
    Seems like 0.82 works fine on windows.
    I could maybe revert of 0.69 for SteamDeck releases.
    Not sure if that's a good approach from a consistency standpoint, and testing etc.

    From testing with piki.js, it looks like v6.0.4 is the highest I can go up to with MZ, although I've not done extensive testing.
  17. chrisleeca said:
    Thanks.
    Seems like 0.82 works fine on windows.
    I could maybe revert of 0.69 for SteamDeck releases.
    Not sure if that's a good approach from a consistency standpoint, and testing etc.

    From testing with piki.js, it looks like v6.0.4 is the highest I can go up to with MZ, although I've not done extensive testing.

    My solution was just to use 0.69 for all versions. There doesn't seem to be much of an improvement for RPG Maker from v0.69 to v0.82
  18. no?
  19. I've tried not every download before the "latest" 0.83.0, and only the latest one is able to download.
    The other versions just give the "504 gateway times out error", so where could I get the 0.49.2 version if possible?
    I could just make a backup and see how 83 works out, or just leave it as it is.
    But thank you for the tutorial, I've never thought of updating my nw.js until I saw this.