- Joined
- Oct 21, 2018
- Messages
- 163
- Reaction score
- 73
- First Language
- English
- Primarily Uses
- RMMV
Hey ya'll. I'm designing a series of "stress tests" in order to get an idea of how different plugins, options, scenarios, etc. affect framerate. Basically I procedurally spawn events onto a map, and then check to see at what point the framerate drops below 30, and then record that info so you can later do comparisons.
So naturally what I'm looking for are things that are hard on your framerate. Currently I have events that run a parallel process that sets a variable to a random number, and then runs a conditional branch to evaluate that variable. I always thought conditional arguments were on the expensive side, but apparently not (at least for javascript). I also have events that run an animation on themselves at random intervals, and that most definitely eats up CPU.
So my question: what else about this game is a CPU killer? What kind of commands should these events be running? Any feedback would be greatly appreciated. Thanks!
So naturally what I'm looking for are things that are hard on your framerate. Currently I have events that run a parallel process that sets a variable to a random number, and then runs a conditional branch to evaluate that variable. I always thought conditional arguments were on the expensive side, but apparently not (at least for javascript). I also have events that run an animation on themselves at random intervals, and that most definitely eats up CPU.
So my question: what else about this game is a CPU killer? What kind of commands should these events be running? Any feedback would be greatly appreciated. Thanks!
Last edited: