MAC_High_Hz_Fixes - Fixes for various problems with >60Hz monitors

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Started by Mac15001900 48 posts Page 2 of 3 View original ↗
  1. jackass__ said:
    Hi ! Is it also useful in MZ ? I'm having some weird drops on some devices with my project I was wondering if this might solve this
    this plugin would crash in MZ as MZ handles it differently.
    and it might have some functions called differently, so you can check out
    the function, and you might need change stuff in there.

    so if MZ has the same problem or similar, it require a different plugin target
    MZ only as this one is for MV.
  2. jackass__ said:
    Is it also useful in MZ ?
    No. MZ fixed the high hertz problem.
    Secondly, the performance problems only occur if you are using a higher refresh rate display. If your display is at 60hz (60fps) then there would be no performance problems. This plugin is not a magic bullet to fix all performance problems.

    If you are experiencing performance problems, I would check your event logic. Some plugins, especially those that add lots of on screen effects (such as weather) can harm performance the most, especially when it comes to things like VS plugins.
  3. TheAM-Dol said:
    No. MZ fixed the high hertz problem.
    Secondly, the performance problems only occur if you are using a higher refresh rate display. If your display is at 60hz (60fps) then there would be no performance problems. This plugin is not a magic bullet to fix all performance problems.

    If you are experiencing performance problems, I would check your event logic. Some plugins, especially those that add lots of on screen effects (such as weather) can harm performance the most, especially when it comes to things like VS plugins.
    Thank u ! as for the performance issue, It isn't caused by event logic, the game is 60fps smooth on my setup but when I try it on another good gaming computer (both web and desktop build) it start at 60 and then kinda stutter even when doing nothing, and I still can't figure out why.

    This is occuring on both mv and mz builds and on lots of games not even mine only, I checked for antivirus or firewall but didn't find the source of the issue yet, that's why I thought It might be related to this
  4. jackass__ said:
    It isn't caused by event logic
    Well, just because it performs well on your computer, doesn't mean it will perform well on another computer. RM is highly dependent on single core speed.
    That's not to say that is the case for you or these system, more to draw attention that in some cases even newer CPUs can be outperformed by older CPUs when it comes to RM.

    That said, if the stutter occurs occasionally and not consistently it likely has to do with asset caching.
    The speed at which assets are moved in and out of RAM can sometimes cause noticeable stutters.

    This thread is not about caching or performance in general, so I recommend starting a new thread. You can link back to this post to give more context in your new thread. I recommend giving a detail description of:
    • The devices you are testing on (hardware and operating system)
    • The specific RM engine your game or games are running on (since you mentioned multiple games)
    • When the stutters occur (the more detail the better) and how long they occur
    • Any modifications you have done to the engine, including plugins or NWJS/Pixi upgrades
  5. I just tried to event a lockpicking system for my game (using this guide on youtube: ) and I was not able to get it to stop freezing whenever I let go of any input during the "Minigame", forcing the game into a loop of some sort stacking requests causing it to grind to a sub 1FPS halt, and after scratching my head disabling and re-enabling my many plugins after finding it worked flawlessly without any plugins, I ended up turning off this plugin which seemed to not be the only culprit but definitely the main culprit as disabling this plugin reduced the lag by roughly 95%...

    Any reason why this might be the case? In short: I am running an Autorun Common Event with several conditional branches with some that are followed by loops and all tied to Button Inputs, and during this Autorun unless I am holding or mashing one of the buttons tied to the branches the engine will grind to an almost complete halt.


    At this point I feel like your monitor related plugin is kind of a must-have for someone trying to create a product with MV in 2025 so it's really sad I can't seem to get any lockpicking system to work in my game now :((as other plugin based ones I've tried to implement basically just blew up everything from the get-go)
  6. I'm not going to watch a half hour video to discern whether or not the uploader is making sensible event logic.
    My first guess is that if you have a number of autorun and loops, the fps drop is likely due to poor logic in the event's structure.

    Mac might be able to give a more detailed answer, but my suggestion for the time being is that any fps you believe you gain by disabling the plugin may actually be a symptom of something else, rather than a result of the plugin.

    While I recommend everyone uses Mac's high HZ fix, you can try the old method I had dug up by the author kido. The link to it should still be in the thread concerning crashing and freezes, which is linked in my signature.

    Mac's High HZ fix solves a number of problems with high refresh rate monitors, but the most important part is going to be the crashing that occurs randomly. The old fix, kido's plugin, will at least prevent the crash, but won't provide the other minor fixes and optimizations that come with Mac's plugin.
  7. Anatis said:
    I just tried to event a lockpicking system for my game (using this guide on youtube: ) and I was not able to get it to stop freezing whenever I let go of any input during the "Minigame", forcing the game into a loop of some sort stacking requests causing it to grind to a sub 1FPS halt, and after scratching my head disabling and re-enabling my many plugins after finding it worked flawlessly without any plugins, I ended up turning off this plugin which seemed to not be the only culprit but definitely the main culprit as disabling this plugin reduced the lag by roughly 95%...

    Any reason why this might be the case? In short: I am running an Autorun Common Event with several conditional branches with some that are followed by loops and all tied to Button Inputs, and during this Autorun unless I am holding or mashing one of the buttons tied to the branches the engine will grind to an almost complete halt.


    At this point I feel like your monitor related plugin is kind of a must-have for someone trying to create a product with MV in 2025 so it's really sad I can't seem to get any lockpicking system to work in my game now :((as other plugin based ones I've tried to implement basically just blew up everything from the get-go)

    This does sound rather interesting, I'd definitely like to take a look at it. Could you provide a small demo project that replicates this issue, using as few plugins as possible?
  8. Mac15001900 said:
    This does sound rather interesting, I'd definitely like to take a look at it. Could you provide a small demo project that replicates this issue, using as few plugins as possible?
    Heya sorry it took me a bit, I've prepared an ultra tiny demo including the evented system and but two plugins, the 144hz monitor fix plugin and also included the free version of Mimosa's Cursor Image plugin with the cursor I use, this plugin doesn't really affect the lockpicking minigame at all but it is a "nice" visual indicator of the FPS drops (lol), it seems by default with 0 plugins the Minigame drops the FPS from a "steady" 60fps to a "steady" 30fps, and with the 144HZ Plugin enabled this 30fps becomes a 1-5fps.

    It is during the "downtime" of the minigame when no button is being pressed during the Autorun Common Event, and in either case with or without the plugin the game resumes its "steady" 60FPS when spinning the lock in any way using the buttons.

    Anyways, here is the link to the project I just uploaded:

    GitHub - idontskateboard/Lagpick: Evented lockpick project clashing with 144HZ Monitor fix plugin
  9. Anatis said:
    Heya sorry it took me a bit, I've prepared an ultra tiny demo including the evented system and but two plugins, the 144hz monitor fix plugin and also included the free version of Mimosa's Cursor Image plugin with the cursor I use, this plugin doesn't really affect the lockpicking minigame at all but it is a "nice" visual indicator of the FPS drops (lol), it seems by default with 0 plugins the Minigame drops the FPS from a "steady" 60fps to a "steady" 30fps, and with the 144HZ Plugin enabled this 30fps becomes a 1-5fps.

    It is during the "downtime" of the minigame when no button is being pressed during the Autorun Common Event, and in either case with or without the plugin the game resumes its "steady" 60FPS when spinning the lock in any way using the buttons.

    Anyways, here is the link to the project I just uploaded:

    GitHub - idontskateboard/Lagpick: Evented lockpick project clashing with 144HZ Monitor fix plugin
    Thank you! It might take a while until I'm back home and can check it out on my PC, but I will try to see what's happening here then.
  10. @Anatis I have a lockpick plugin that is improved, you an take a look on it
    as its smoother if you try to event it though (which can work) but the lock
    on the video is similar on the lockpick I fix with some extra features :)
  11. ShadowDragon said:
    @Anatis I have a lockpick plugin that is improved, you an take a look on it
    as its smoother if you try to event it though (which can work) but the lock
    on the video is similar on the lockpick I fix with some extra features :)
    Yes I am aware of that plugin! I was actually eager to try it, as it also has a skill-level system..

    Unfortunately, my game uses upwards of about a hundred different plugins, and it's come to a critical mass point where sometimes things just can't work out... And when I tried your plugin on a map with an Event that is set to chase the player by Yanfly's Plugin (the Event Chase+ Stealth from Yanfly form one of the main features in my game) the game will immediately "explode" freezing entirely with a weirdly sized and positioned gauge drawn somewhere around the center of the screen...

    This is why I ended up looking for anything else and came to this, because it was fully evented I had high hopes for it but sadly it doesn't seem to work very well with the important fix plugin from this thread T-T
  12. Anatis said:
    Yes I am aware of that plugin! I was actually eager to try it, as it also has a skill-level system..

    Unfortunately, my game uses upwards of about a hundred different plugins, and it's come to a critical mass point where sometimes things just can't work out... And when I tried your plugin on a map with an Event that is set to chase the player by Yanfly's Plugin (the Event Chase+ Stealth from Yanfly form one of the main features in my game) the game will immediately "explode" freezing entirely with a weirdly sized and positioned gauge drawn somewhere around the center of the screen...

    This is why I ended up looking for anything else and came to this, because it was fully evented I had high hopes for it but sadly it doesn't seem to work very well with the important fix plugin from this thread T-T
    I skimmed the video, putting a loop inside an autorun event is kinda redundant. Autoruns already loop. Player input is already halted during event processing (unless it's a parallel process). Also you never want any kind of loop without a wait of some kind. So my advice would be to change the trigger (the autorun) on the first common event to none. Then just under the loop command and before anything else, do a wait:1 and see if that stops your freezing problem.

    Hope this helps and good luck!
  13. Slaughty said:
    I skimmed the video, putting a loop inside an autorun event is kinda redundant. Autoruns already loop. Player input is already halted during event processing (unless it's a parallel process). Also you never want any kind of loop without a wait of some kind. So my advice would be to change the trigger (the autorun) on the first common event to none. Then just under the loop command and before anything else, do a wait:1 and see if that stops your freezing problem.

    Hope this helps and good luck!
    H̶e̶y̶a̶!̶ ̶T̶h̶a̶n̶k̶s̶ ̶a̶ ̶l̶o̶t̶ ̶f̶o̶r̶ ̶t̶a̶k̶i̶n̶g̶ ̶a̶ ̶l̶o̶o̶k̶ ̶a̶n̶d̶ ̶p̶i̶t̶c̶h̶i̶n̶g̶ ̶i̶n̶,̶ ̶s̶a̶d̶l̶y̶ ̶I̶ ̶c̶a̶n̶ ̶c̶o̶n̶f̶i̶r̶m̶ ̶t̶h̶a̶t̶ ̶a̶f̶t̶e̶r̶ ̶d̶o̶i̶n̶g̶ ̶l̶i̶k̶e̶ ̶y̶o̶u̶ ̶s̶a̶i̶d̶,̶ ̶e̶x̶c̶h̶a̶n̶g̶i̶n̶g̶ ̶a̶l̶l̶ ̶t̶h̶e̶ ̶S̶w̶i̶t̶c̶h̶ ̶c̶a̶l̶l̶s̶ ̶t̶o̶ ̶e̶n̶a̶b̶l̶e̶ ̶t̶h̶e̶ ̶A̶u̶t̶o̶r̶u̶n̶ ̶c̶o̶m̶m̶o̶n̶ ̶e̶v̶e̶n̶t̶ ̶w̶i̶t̶h̶ ̶c̶a̶l̶l̶s̶ ̶t̶o̶ ̶t̶h̶e̶ ̶n̶o̶w̶ ̶"̶r̶e̶g̶u̶l̶a̶r̶"̶ ̶c̶o̶m̶m̶o̶n̶ ̶e̶v̶e̶n̶t̶ ̶a̶n̶d̶ ̶i̶n̶c̶l̶u̶d̶i̶n̶g̶ ̶e̶x̶t̶r̶a̶ ̶W̶a̶i̶t̶:̶1̶ ̶(̶w̶h̶i̶c̶h̶ ̶h̶a̶s̶ ̶s̶o̶l̶v̶e̶d̶ ̶a̶ ̶m̶y̶r̶i̶a̶d̶ ̶o̶f̶ ̶p̶r̶o̶b̶l̶e̶m̶s̶ ̶f̶o̶r̶ ̶m̶e̶ ̶i̶n̶ ̶t̶h̶e̶ ̶p̶a̶s̶t̶ ̶a̶s̶ ̶w̶e̶l̶l̶)̶ ̶t̶h̶e̶ ̶m̶i̶n̶i̶g̶a̶m̶e̶ ̶s̶t̶i̶l̶l̶ ̶b̶e̶h̶a̶v̶e̶s̶ ̶i̶n̶ ̶t̶h̶e̶ ̶e̶x̶a̶c̶t̶ ̶s̶a̶m̶e̶ ̶w̶a̶y̶,̶ ̶3̶0̶f̶p̶s̶ ̶w̶i̶t̶h̶o̶u̶t̶ ̶t̶h̶e̶ ̶H̶i̶g̶h̶_̶H̶z̶_̶F̶i̶x̶ ̶a̶n̶d̶ ̶0̶-̶5̶f̶p̶s̶ ̶w̶i̶t̶h̶ ̶i̶t̶ ̶t̶u̶r̶n̶e̶d̶ ̶o̶n̶.̶ (seems I made a silly user error when I saved a backup of the common events in neglecting to remove the autorun from the backup..heh..)

    First off I want to apologize for apparently unnecessarily derailing this thread, because in the end it was entirely resolvable on an Event-Level like TheAM-Dol originally stated to assume.
    This was actually the first time I have went so deep into the eventing for RPG Maker as I've always been able to find a polished solution to anything in the form of a plugin somewhere within this awesome community, and I have learned a whole lot from it.

    After tinkering with the common events quite a bit as advised by Slaughty, for some strange reason reversing a process here and there to solve weird things that happened once it stopped relying on the Autorun and learning how to properly utilize Labels within the main common event instead of having it as an Autorun to begin with, it's now fully functional "as intended" at 60fps.

    Once again I'm sorry for this turning out to be a completely off-topic "me problem" I should have just opened a seperate thread.

    :rheh:
    Perhaps one relevant useful take from all of this is that punishing the user for terrible use of autorun events could be considered yet another great feature of Mac's magnificent plugin solution.
  14. Anatis said:
    Once again I'm sorry for this turning out to be a completely off-topic "me problem" I should have just opened a seperate thread.
    You're totally fine with posting it here - I really want to make absolutely sure this plugin will never have any adverse effects, no matter how weird of a thing you do with the engine.

    While it's a slightly lower priority now, I'm still going to go through that demo and figure out what's happening.

    In general, if anyone can create some kind of situation where adding this plugin makes something worse, I'll always be very interested in that. No matter how weird of a situation it is.
  15. Mac15001900 said:
    if anyone can create some kind of situation where adding this plugin makes something worse
    @SGHarlekin :wink:
    Didn't I tell you to post here? I don't recall what issue you had, but I remember you told me something about it, and I asked you to report it to Mac cause hell if I know.
  16. Anatis said:
    Anyways, here is the link to the project I just uploaded:
    it doesn't rotate smooth and probably some issues on it too.

    I suggest that the 60 wait is the main cause it won't rotate smooth.
    and I don't know what error you get from the lockpick plugin as
    it runs on its own, but I can try to help you on the issue you get from it.
    as it should be go into the gameplay in the list (if you categorize it).
  17. TheAM-Dol said:
    @SGHarlekin :wink:
    Didn't I tell you to post here? I don't recall what issue you had, but I remember you told me something about it, and I asked you to report it to Mac cause hell if I know.
    Don't remember either tbh. Only thing I do remember is that this only showed 60fps in the fps counter, when the older fix you had in your sig shows me my 120. But you said that was a bug anyway, so who knows.

    Overall I just stuck with the older one since it does what I needed it to, which is prevent the game from freezing.
  18. Is this compatible with Maker 1.5.1?

    The console shows this message in red:

    Uncaught SyntaxError: Block-scoped declarations (let, const, function, class) not yet supported outside strict mode
    /C:/....MAC_High_Hz_Fixes.js:35

    Is there anything I can do to stop this message? (Besides updating to 1.6...)
  19. RicoRob said:
    Is there anything I can do to stop this message? (Besides updating to 1.6...)
    You probably should update to 1.6.2 anyway because otherwise many plugins won't work
  20. RicoRob said:
    (Besides updating to 1.6...)
    Out of curiosity, may I ask why not?