Unlimited FPS

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Started by Tsukihime 7 posts View original ↗
  1.  
    By default, RPG Maker imposes a limit of 120 FPS on the game. This means that if you tried to go beyond 120, it would simply round it down to 120.

    This script removes this limitation and allows you to run your game at speeds that your machine can handle, enabling you to potentially test your games faster.

    Get it at Hime Works!
  2. One thing I've noticed is that the increase in frame count does not increase with the frame rate.


    So basically if you run the game at 500 FPS, my script would do something to make it run a whole lot faster (10x faster), but the timer is still sluggish.


    This eventually becomes a cheating tool for time-sensitive events as long as that bug is around.


    Also, I've had games crash from time to time.
  3. Tsukihime said:
    One thing I've noticed is that the increase in frame count does not increase with the frame rate.

    So basically if you run the game at 500 FPS, my script would do something to make it run a whole lot faster (10x faster), but the timer is still sluggish.

    This eventually becomes a cheating tool for time-sensitive events as long as that bug is around.

    Also, I've had games crash from time to time.
    Yeah I tested it out now. It sucks it works that way the reason I was hoping be real FPS and not changing the ticks of the game was more of a benchmark. Use it to help increase the fps with events and scripts overtime and just use the FPS as its own tester. Uncapped would make this easier. But it seems that the ticks are dependent to the frames or whatever.. Frame lock or whatever its called. 
  4. Kane Hart said:
    Yeah I tested it out now. It sucks it works that way the reason I was hoping be real FPS and not changing the ticks of the game was more of a benchmark. Use it to help increase the fps with events and scripts overtime and just use the FPS as its own tester. Uncapped would make this easier. But it seems that the ticks are dependent to the frames or whatever.. Frame lock or whatever its called.
    Ya, the purpose of the script is purely to speed things up. It helps for certain things that tend to be somewhat slower than usual.
  5. Tsukihime said:
    Ya, the purpose of the script is purely to speed things up. It helps for certain things that tend to be somewhat slower than usual.
    Yeah I could see it being useful for certain events and such and speeding it up. It's a great script I just wish there was some way to just uncap the FPS but I doubt that is possible because the way the engines codded. 
  6. Kane Hart said:
    Yeah I could see it being useful for certain events and such and speeding it up. It's a great script I just wish there was some way to just uncap the FPS but I doubt that is possible because the way the engines codded. 
    Have you tried using the technique I posted in Dekita's FPS display thread?

    module Graphics class << self alias_method:)original_update, :update) def update # This will reset the internal frame skipping timer so that the # screen is drawn at each update call. frame_reset original_update end endendIt will break the internal frame skipping timer and therefore the screen will be drawn at each Graphics.update call.
  7. ❤SCIENCE❤ said:
    Have you tried using the technique I posted in Dekita's FPS display thread?

    module Graphics class << self alias_method:)original_update, :update) def update # This will reset the internal frame skipping timer so that the # screen is drawn at each update call. frame_reset original_update end endendIt will break the internal frame skipping timer and therefore the screen will be drawn at each Graphics.update call.
    Thanks, I will give it a shot.