So being new I been noticing of people talking about performance issues. Something I have not hit at all yet but I'm using a beast of a machine. In fact I got 3 PC's and a Laptop and my worst PC out of the 4 is using a 6950 GPU and a Q6600 OC at like 3.4Ghz if I recall.
So what are my plans? I would like to make a pretty large world that you explore and find secrets and hidden areas. I want to make it so players run through the zone again and again they will find things they might have missed. Sort of the same feeling you get with most open world games today.
So when it comes to tiles, events, etc. What should I worry about? What size is considered to big? I was planning to use the near default combat system with the exception I like to see the monster actually moving around the map. Was also considering add cloud layers to the world through the event system if its not too taxing.
Overall Performance Question. How big is to big?
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http://razzirazzi.deviantart.com/art/Jungle-temple-423638469
That map causes a slight "load" time when entering it and when entering menu when on that map. If I'm correct the load time comes from the size of that map (it's parallaxed so it loads big images), since adding it full of events did nothing to performance(althou I have few "Anti-lag" scripts). So I guess the main thing is keeping the map size optimal (if using parallaxed mapping). My world map without parallaxing is 450 x 350 and runs without lag and that jungle map is 100 x 120.
Other than that, I haven't run into any problems with performance and I have tons of scripts, tilesets, sprites, animations, skills, items... -
Unless your running a lot of Parallel-processing events you shouldn't be seeing performance issues. I run RPGMVXA on a VM (window 7 using Oracle's Virtual Box under OSX Mavericks 10.2) that only has 1 physical core (and 1 virtual - it's a Core i5) with 2gb of RAM and I don't notice much in the way of issues --- and I'm running quite a few scripts including a rather large battle system and "land vehicles" though I've not tried adding anything persistent except rain in one map. and I am making monsters visible using randomly-moving events.
As for size, that really just depends on how large you want the maps, though if you have a lot of NPCs/Monsters you might want to consider dividing up the maps (such as a town that has a separate map for the N, S, W, and E sides of town) Otherwise I don't think performance will be much of an issue considering the games made with RPGM are close to SNES-level games, which required very little in the way of raw power. -
there is no specific limit, it depends on how you make your game.
A single badly designed parallel process can bring down even the most powerfull machine, but if you put some thought into eventing your game will be able to handle dozen of parallel processes on a medium or old machine.
Generally speaking, a map does need more prozessing power if it gets large and has a lot of events (even cosmetic events without code need to be processed), but on current PCs you usually can handle a few hundred events before detecting lag (unless you made a mistake in the parallel processes) -
IMO It doesn't matter what you have, RM will be RM. It depends on the creator and how you develop your events and maps. Make bad executions even fast machines will suffer. Lets not forget RM will only utilize 1 core on your machine.
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@RaZzi My god that is beautiful. That is good to know then. Yeah it really seems that the game can become very event heavy. Have you ever noticed these Anti Scripts doing anything at all yet? I'm not sure the ones I should be using etc. The only one I installed is not really event wise but a rounding calculating that prevents jittering. Without it you get a migraine.
@Ashton Yeah it seems like dividing the map for at least towns and cities is the way to go. I guess you sort of have to anyways with the limited tilesets for each map. One thing I do want to figure out is adding clouds and finding that cloud tile and doing an event scroll.
I saw someone do it with move right and just repeat it.
@Andar I really need to understand this.... And a quick Google Search. So it seems pretty much parallel processes what is running on the map 24/7. So like a NPC Roaming would be parallel processes correct? I'm going to want to add a few Mobs around the world so when a player goes near them it starts the combat. I wonder if just roaming is good enough for this or if I should consider other methods.
Thanks everyone for your tips. I really love trying to educate my small brain as much as I can. Been a lot of information to absorb over the last few days. -
You might be able to do it with weather conditions, I used the built-in weather condition for rain on one of my maps, but I'm so early in the game that I've not experimented much.@RaZzi My god that is beautiful. That is good to know then. Yeah it really seems that the game can become very event heavy. Have you ever noticed these Anti Scripts doing anything at all yet? I'm not sure the ones I should be using etc. The only one I installed is not really event wise but a rounding calculating that prevents jittering. Without it you get a migraine.
@Ashton Yeah it seems like dividing the map for at least towns and cities is the way to go. I guess you sort of have to anyways with the limited tilesets for each map. One thing I do want to figure out is adding clouds and finding that cloud tile and doing an event scroll.
I saw someone do it with move right and just repeat it.
@Andar I really need to understand this.... And a quick Google Search. So it seems pretty much parallel processes what is running on the map 24/7. So like a NPC Roaming would be parallel processes correct? I'm going to want to add a few Mobs around the world so when a player goes near them it starts the combat. I wonder if just roaming is good enough for this or if I should consider other methods.
Thanks everyone for your tips. I really love trying to educate my small brain as much as I can. Been a lot of information to absorb over the last few days.
Also, (even thought he question wasn't directed at me) no, you don't need to parallel-process monsters if you doing "visible monsters" you want them to be "player touch" instead of parallel process. Somewhere on the forum there's a great tutorial about making monsters visible using moving events and 2 common events that cause them to vanish and respawn later. (at least I think it's here, I saw it on the youtube series "tutorial town" and he said it was on the "official forums" so...) -
Ahhh So the random movement of sprites on the screen is not considered parallel-process? I assume it would if say you added an event to say the monster will go towards the player for example? (Hostel)
I think I'm starting to get this. -
No, that is not correct.@Andar I really need to understand this....
So like a NPC Roaming would be parallel processes correct?
A roaming event might be done by parallel process and set move route command, but that would be a poor use of the engine's options (and yes, it would create more lag than neccessary).
Much better would be to use autonomous movement on roaming events, that will create a lot less problems and add the possibility of triggering the event - something much more difficult if you set the trigger to parallel instead of action button.
Follow the link in my signature and workt the tutorials there to get the basics of eventing, especially learn the point about "events are not NPC's" - it'll save you a lot of time and a lot of headaches if you get the basics in correctly before trying to work your big program idea. -
Sometimes you need to temporary turn off some other running events to free the lag, especially there are scritps that make you events running non stop, even after changing map.Ahhh So the random movement of sprites on the screen is not considered parallel-process? I assume it would if say you added an event to say the monster will go towards the player for example? (Hostel)
I think I'm starting to get this.
Be smart with parallax, you don't need to edit the whole map if not neccessary. -
Ahhh So the random movement of sprites on the screen is not considered parallel-process?And a quick Google Search. So it seems pretty much parallel processes what is running on the map 24/7.Be smart with parallax, you don't need to edit the whole map if not neccessary.
Please be carefull with terminology, because you both are mixing up terms that have nothing to do with each other.
If this community talks about "Parallel Process", that specifically is an event that has its trigger set to "Parallel Process" - which is not the same as what other programs or google call parallel, and has absolutely nothing to do with parallax, which is still something else.
Because of this, when we talk about "autonomous movement" that is a different form of doing something parallel to other effects in the game, but a way that does not use the trigger-setting "parallel process". According to a google-search and the physical definition it could still be called "parallel process" as a physical description, but this community needed to use a word that is different from the specific setting "parallel process" in the trigger of the events.
And Parallax refers to parallax mapping if used in this community, it has nothing to do with either parallel processes or with the google-definition of parallax (which is a special geometric term) -
I was talking about Parallax mapping. Because most of the guides would show you how to edit picture of the whole map then use "fixed" script to parallax it but sometimes i find it unneccessary, I rather spend a liltle bit more time to make a seperate tileset than a whole map.Please be carefull with terminology, because you both are mixing up terms that have nothing to do with each other.
If this community talks about "Parallel Process", that specifically is an event that has its trigger set to "Parallel Process" - which is not the same as what other programs or google call parallel, and has absolutely nothing to do with parallax, which is still something else.
Because of this, when we talk about "autonomous movement" that is a different form of doing something parallel to other effects in the game, but a way that does not use the trigger-setting "parallel process". According to a google-search and the physical definition it could still be called "parallel process" as a physical description, but this community needed to use a word that is different from the specific setting "parallel process" in the trigger of the events.
And Parallax refers to parallax mapping if used in this community, it has nothing to do with either parallel processes or with the google-definition of parallax (which is a special geometric term) -
So for performance issues since I suck at mapping and clearly would suck at Parallax mapping myself. I found a really nice outside type tileset that has tons of flower and tree's. But I still like default outside_b better. If I add them in through as an event would that cause much of a performance hit? And let's say I had 10 vs 1000 of nothing but graphic tiles with no functions.
Thanks :) -
why would you add graphics as event rather than customize your new tileset? trust me it would be easier and faster than you expected.So for performance issues since I suck at mapping and clearly would suck at Parallax mapping myself. I found a really nice outside type tileset that has tons of flower and tree's. But I still like default outside_b better. If I add them in through as an event would that cause much of a performance hit? And let's say I had 10 vs 1000 of nothing but graphic tiles with no functions.
Thanks :) -
An event can only use tiles that are part of the current tileset - and if they are part of the tileset, you can place them directly in most cases, event placement of tiles is only needed if you need the graphic on a third layer.If I add them in through as an event would that cause much of a performance hit? And let's say I had 10 vs 1000 of nothing but graphic tiles with no functions.
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If I may post a similar question to the topics name.
I made a small game containing no battles, two maps ( 2x 30x20) and a few events (around 10). I want my friends to play this "alpha" version and saved it as a stand alone version with option "encoded archive" and "rtp data" marked. I was pretty shocked when I saw that my small game is 300mb big. Now Im wondering if I programmed something very space expensive. Or is it always that much at the beginning beause of all those default tiles, pics, character sprites etc, which I possibly could not make use of yet but are put together with my stand alone version anyways. -
you included the RTP - that are 200+ MB of graphics and sounds, no matter if they're used or not.