TheAM-Dol

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You can check the size of the screen by going to the plugins and checking the Community_Basic plugin that comes pre-installed in all new RM projects. Otherwise, if you are using Yanfly's core plugin you can also change the resolution there. If you have neither of these, then it will use the default resolution (which I believe is 480p, 4:3). Not 100% sure on this, but I do believe whatever the default resolution is, it is a perfect integer of of the tiles, so there will be no rounding problems.

MV in particular seems to have some problems with high refresh rate monitors (see the link in my signature). The problem may be related to your monitor displaying 75fps. 75 is sort of a weird number. While I am aware that there are lots of monitors for sale that are clocked at 75, it's neither really reaching the territory of "high refresh rate", nor is it a standard integer of common video speeds.
The engine likes integers of 30; 30, 60, 90, 120. (well, technically, it only likes 30 and 60 and above that it will crash - again, see link in sig). So there may be a different kind of rounding problem happening because of the odd refresh rate.
To test if this is the case, first let's manually cap the frame rate. In the link in my signature I go over how to do this in detail. In short; access your GPU's control panel, select nwjs.exe or game.exe and apply a frame rate limited to the application. Make sure to click apply to save changes. Now test to see if the game works.
Doing so has the potential to introduce other unwanted graphical behavior, but we aren't really looking for that, all we are testing for is whether or not the camera jitter is fixed. If so, then we have determined it's a frame rate problem and then we can start looking for a vsync plugin (FPS synch is not vsync). Whether it fixes the problem or not, after your testing you can remove the fps cap (unless you want to keep it)

I'll be willing to check the project myself, though I cannot program anything for you.
If you do decide to commission someone for a fix, keep in mind it's not really as simple as farting out some code. I suspect the thing that is going to take the most time is not the code itself, but actually diagnosing what is causing the behavior in the game. And depending on the cause of the behavior, it may not be a simple fix as it might not actually be an error in the code but an intended effect to patch out an even more unwanted behavior.
Anyways, if you do go down that route, comissioning shouldn't happen in this thread. You will need to go to the Classifieds section and submit a commission there (for for mods to approve it) and hope someone is willing to take on your project.
 

Andar

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I still dont know how to check the screens size.
In MV, it can only be done by plugin - but there are several that contain such options, including Yanfly's core and the community basic and a few more.
You have to open the plugin configuration and check if it has two screen size settings (height and width) and if yes, what numbers there are and where on the plugin list the specific plugin is (only the lowest one will work in the end).

Which basically means that you need to open every plugin configuration and check every option - something that you should have done when installing the plugin, and identified each option at that time.
But since you can't remember that there were screen size settings despite having at least one plugin with them installed, you'll have to check everything again, just to make sure you didn't miss a setting anywhere
 

Mobiusco

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You can check the size of the screen by going to the plugins and checking the Community_Basic plugin that comes pre-installed in all new RM projects. Otherwise, if you are using Yanfly's core plugin you can also change the resolution there. If you have neither of these, then it will use the default resolution (which I believe is 480p, 4:3). Not 100% sure on this, but I do believe whatever the default resolution is, it is a perfect integer of of the tiles, so there will be no rounding problems.

MV in particular seems to have some problems with high refresh rate monitors (see the link in my signature). The problem may be related to your monitor displaying 75fps. 75 is sort of a weird number. While I am aware that there are lots of monitors for sale that are clocked at 75, it's neither really reaching the territory of "high refresh rate", nor is it a standard integer of common video speeds.
The engine likes integers of 30; 30, 60, 90, 120. (well, technically, it only likes 30 and 60 and above that it will crash - again, see link in sig). So there may be a different kind of rounding problem happening because of the odd refresh rate.
To test if this is the case, first let's manually cap the frame rate. In the link in my signature I go over how to do this in detail. In short; access your GPU's control panel, select nwjs.exe or game.exe and apply a frame rate limited to the application. Make sure to click apply to save changes. Now test to see if the game works.
Doing so has the potential to introduce other unwanted graphical behavior, but we aren't really looking for that, all we are testing for is whether or not the camera jitter is fixed. If so, then we have determined it's a frame rate problem and then we can start looking for a vsync plugin (FPS synch is not vsync). Whether it fixes the problem or not, after your testing you can remove the fps cap (unless you want to keep it)

I'll be willing to check the project myself, though I cannot program anything for you.
If you do decide to commission someone for a fix, keep in mind it's not really as simple as farting out some code. I suspect the thing that is going to take the most time is not the code itself, but actually diagnosing what is causing the behavior in the game. And depending on the cause of the behavior, it may not be a simple fix as it might not actually be an error in the code but an intended effect to patch out an even more unwanted behavior.
Anyways, if you do go down that route, comissioning shouldn't happen in this thread. You will need to go to the Classifieds section and submit a commission there (for for mods to approve it) and hope someone is willing to take on your project.

Alright so I've taken some time to try the things you suggested. I implemented the fps cap and the jittering wasn't gone, but something about it seemed noticeably different. It seemed like it would jitter, then stop and move smoothly, then jitter again all seemingly at random. I then decided to test out running my project on different computers with different monitor refresh rates. I tried running it on two laptops I have that are both 60hz refresh rate by default, and it appeared to have the same effect. The effect is hard to reproduce in video, so I'm going to attach my project folder here and hopefully someone could take a quick look at it for me and see if there are any glaring issues I'm missing. If no one can find anything then I will simply have to take your advice and go commission a bughunter to try and track the problem down. Either way, I appreciate any possible help and all the advice I've been given so far, this community is very helpful :) https://drive.google.com/drive/folders/1jkeG0ojoFtSoMHOuYfQhcIKgmK8OzySC?usp=sharing
 

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