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Im on VXACE and recently I have noticed some frame skips under specific conditions when playtesting and would like some assistance on the matter. For starters, the game runs at 60fps normally on any map (even large ones) by default - no issue so far, the problem then arises when I'm trying to display GUIs and cosmetics in the form of pictures - up to 25 of them can be on the screen at once and I am also managing the updates with exactly 1 common event under parallel process, which updates one of the picture every 2-5 seconds using a wait command with varying intervals.
When the parallel process is running along with the 25 or so pictures displaying, the FPS then shifts randomly within 40-59 range, the maps with more events around 40-45 while others in the 50~ range, the actual size of the map doesn't seem to matter as it seems to be tied to event amounts (and to clear things out, NONE of the maps in question have ANY parallel processes on their own) along with the number of pictures on the screen. Naturally this caused quite some noticeable "frame skips" on the more crowded maps, but even on fresh empty maps the FPS fails to reach 60 anymore. The same thing happens during a battle where it also stayed in the 40-45 range.
Then I test it on a fresh project under the same conditions - and the FPS drops the same way - however triggering just the parallel common event alone (without the GUI pictures) themselves would not cause the FPS to drop. From the observation it seems like the abundance of picture use might seem to be the culprit behind the lags (Ruby limitation?). Is there anyone who had come across the same issue and is there any workaround for this besides reducing picture use? Any advice is much appreciated!
When the parallel process is running along with the 25 or so pictures displaying, the FPS then shifts randomly within 40-59 range, the maps with more events around 40-45 while others in the 50~ range, the actual size of the map doesn't seem to matter as it seems to be tied to event amounts (and to clear things out, NONE of the maps in question have ANY parallel processes on their own) along with the number of pictures on the screen. Naturally this caused quite some noticeable "frame skips" on the more crowded maps, but even on fresh empty maps the FPS fails to reach 60 anymore. The same thing happens during a battle where it also stayed in the 40-45 range.
Then I test it on a fresh project under the same conditions - and the FPS drops the same way - however triggering just the parallel common event alone (without the GUI pictures) themselves would not cause the FPS to drop. From the observation it seems like the abundance of picture use might seem to be the culprit behind the lags (Ruby limitation?). Is there anyone who had come across the same issue and is there any workaround for this besides reducing picture use? Any advice is much appreciated!
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