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I'm helping someone track down and fix some lagging issues in their game.


Currently looking at a map that's 80x80, so not that big. Not too many events. A lot of them are just "nothing" events that stop the player going across certain tiles (and there aren't that many of them). A script mod ignores these events when calling update each frame. There are no parallel process events on the map, and no parallel process common events.


The only thing I can see is that it uses the Fused Utimate Exterior tileset - a whopping big tileset with 900+ rows of tiles. The whole game seems to have a number of very, very long tilesets, but this one is probably the worst.


Is anyone aware if length of tileset has an effect on game performance? Is that the likely culprit?


I'm using a laptop without as much grunt as my previous PC, and I really don't notice any lag at all when walking around on the map. I've changed it from using the mother-of-all-tilesets to using a tileset that JUST contains the autotiles, and I can't detect a difference in performance.


For now I have ruled out scripts, as the problem only happens on (reportedly) two maps, and the second map is almost chock-full of events.

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