MAC_High_Hz_Fixes - Fixes for various problems with >60Hz monitors

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Started by Mac15001900 48 posts Page 3 of 3 View original ↗
  1. AquaEcho said:
    You probably should update to 1.6.2 anyway because otherwise many plugins won't work

    Robro33 said:
    Out of curiosity, may I ask why not?

    The issue is that some old plugins I have might not work with 1.6 actually. I've seen enough stories about plugins breaking and also bad performance. Those might be fixed by now, but at this point I don't care to test it.
    1.5.1 has been working great for me all these 6+ years and I simply don't want to change it.
  2. RicoRob said:
    I don't care to test it.
    It doesn't take long. Copy you 1.5.1 core scripts to make a backup.
    Update, copy the 1.6.1 scripts to your game, test. If things break, you can just return to how things were with the 1.5.1 scripts you made a back up of.

    Anyways, I can't speak for Mac, so maybe he can support 1.5.1, but I can say there are going to be many plugins that expect users to use the current version.
  3. RicoRob said:
    The issue is that some old plugins I have might not work with 1.6 actually. I've seen enough stories about plugins breaking and also bad performance. Those might be fixed by now, but at this point I don't care to test it.
    1.5.1 has been working great for me all these 6+ years and I simply don't want to change it.
    In case you want support, you got to change "each" const and let to var to make
    it work, let and const are ES6, supported by version 1.6.x.

    const = constant rate so it cannot change during run time
    let = block scroped variable, so it can only change inside that scope function.
    var = can always change.

    there are some nice explanation how const, let and var operate inside
    an "if condition".

    but feel to try it (as it may or may not get desired effect!
  4. ShadowDragon said:
    In case you want support, you got to change "each" const and let to var to make
    it work, let and const are ES6, supported by version 1.6.x.

    const = constant rate so it cannot change during run time
    let = block scroped variable, so it can only change inside that scope function.
    var = can always change.

    there are some nice explanation how const, let and var operate inside
    an "if condition".

    but feel to try it (as it may or may not get desired effect!
    Thank you.

    There was only one "let" to replace and no "const".

    The console showed: Uncaught SyntaxError: Unexpected token => (on line 84)

    But changing line 84 to "void function (alias) {" and adding '"use strict";' before it got rid of the console message.
  5. if there was an arrow "=>" this is a shortcut for "function", so it should
    it coded a slightly different, but I need to check that, and strict needs to
    be probably be removed.

    in your case, it might not be needed, but I don't have the time to see what
    needs to be changed more, I try when I do so, or someone can guide you
    further.
  6. I was experiencing issues with excessive speed or inaccurate playtime due to my high-refresh rate monitor. Kido's GraphicsRenderFix.js didn't work for me, but MAC_High_Hz_Fixes.js worked like a charm. However, this plugin doesn't work on older MV games, such as those with 46,432,256-byte exe files.
  7. This fixed a serious freeze problem I was having so thank you.

    Unfortunately, I am running into a bug using it alongside Moghunter's Scene File, which redoes the save screen. For some reason Yanfly's Core is also mentioned in the bug.

    YEP_CoreEngine.js:1098 TypeError: Cannot set property 'opacity' of undefined
    at Scene_Load.Scene_File.update (MOG_SceneFile.js:456)
    at Function.SceneManager.updateScene (rpg_managers.js:2024)
    at Function.SceneManager.updateScene (MAC_High_Hz_Fixes.js:86)
    at Function.SceneManager.updateMain (MAC_High_Hz_Fixes.js:52)
    at Function.SceneManager.update (MAC_High_Hz_Fixes.js:26)

    EDIT: Placing Mog's plugin above this one stopped the bug as far as I can tell.
  8. Version 1.2 is now available

    Bugfixes:
    - Reverted the behaviour of Game_Interpreter.checkFreeze to default; it was unintentionally affected by Graphics.frameCount changes, making it more lenient. This should fix any issues with infinite loops (e.g. autorun events with no waits at all) causing even more lag than they normally would, like what @Anatis experienced.


    I've also added a zip in the original post where I'll be adding old versions of this plugin - so if an update ever causes problems, people can easily revert it.



    Needless to say, you probably shouldn't be making infinite loops in your games anyway - if an autorun event is supposed to run once every frame, add a 1 frame wait to it. Unless you actually want your event to run the 100,000 commands per frame after which the interpreter gives up.

    But alas, as promised, I will make sure this plugin is compatible with any RM use case, so if you do make an infinite command loop it will now lag your game normally :p



    @muffinswords I wasn't able to replicate this unfortunately. This does look like a more complex issue that involves more plugins. I know it's been a while since your post, but if you were able to make a demo where this problem happens it would be awesome. Even if it can be fixed by reordering plugins, this kind of problem really shouldn't have happened because of MAC_High_Hz_Fixes in the first place, so I'd be very interested in investigating it.