MV 1.6.1 performance

Peter_Snayde

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Hello Everyone. I know it's a bit an old theme, but I still didn't find anything useful for 1.6.1 in this field.
The cache manager plugins helps to reduce time to show images and play custom SE/BGM/BS.
Games giving almost stable 30 fps when no images needed to be shown, but moving on map making scrolling of image very poorly more like laggy, and if playing too long it can cause eyes to pain a little(I have no such problems with any other games like League of Legends with middle graphics setup).
Also my project eats more than 800 Mb of memory during test run (I have only 60 Mb of cached images) on map with a few moving events and no parallel events.
When I'm opening event with 25 small images (6 Mb is their summary size) - fps drops to 12-15, and memory consume grows to 1300 Mb.
I understand, that using resolution 1920*1080 can gave some difficulties, but so low performance from 6 Mb of static images - is beyond good and evil.

Can someone advice how to solve this problem? I will be grateful for any good advice.
 

Poryg

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What's your hardware specs?
 

Andar

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800 Mb of memory during test run (I have only 60 Mb of cached images)
where does your guess of 60 MB comes from?
FILE SIZE is NOT the same as MEMORY SIZE.

PNG pictures contain compression routines, but you can't work on compressed data. So your filesize on your harddrive is always much smaller than the uncompressed size it needs in RAM.
Take one of your pictures and make a test by saving it as BMP. BMP has no file compression, so the size you'll get then will tell you how much RAM that picture needs to be used.
Consider that the same is true for every image (including RTP), then 800 MB memory use during tests is reallyy, really low. There are games that needed 2 GB RAM during playtest, especially if there was a plugin with memory leaks installed...
 

Peter_Snayde

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What's your hardware specs?
i5-2430M (builtin GPU Intel HD Graphics 3000)
16 Gb RAM (DDR3 1600Mhz)
HDD with 7200 rpm.


where does your guess of 60 MB comes from?
FILE SIZE is NOT the same as MEMORY SIZE.

PNG pictures contain compression routines, but you can't work on compressed data. So your filesize on your harddrive is always much smaller than the uncompressed size it needs in RAM.
Take one of your pictures and make a test by saving it as BMP. BMP has no file compression, so the size you'll get then will tell you how much RAM that picture needs to be used.
Consider that the same is true for every image (including RTP), then 800 MB memory use during tests is reallyy, really low. There are games that needed 2 GB RAM during playtest, especially if there was a plugin with memory leaks installed...
It can explain memory usage. Thank You.
 

Andar

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show us the event that has that frame-drop.

This frame-drop cannot come from memory usage, so either you did something wrong with your events (a single badly designed parallel process can lag even the most modern machine) or you have plugins that take too much processing or have memory leaks.

but we can't give you advice because nothing you gave so far pointed to anything that could cause the lag.
 

Peter_Snayde

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show us the event that has that frame-drop.

This frame-drop cannot come from memory usage, so either you did something wrong with your events (a single badly designed parallel process can lag even the most modern machine) or you have plugins that take too much processing or have memory leaks.

but we can't give you advice because nothing you gave so far pointed to anything that could cause the lag.
This event is very big, that's why I cannot show it.(
 

Andar

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if the event is extremely long, then that makes it more likely to contain lagging code.
and events of any size can be shown, you'll just need more pictures to scroll through the entire event.

and as said, we can't really help you unless we get more info.
 

Peter_Snayde

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show us the event that has that frame-drop.

This frame-drop cannot come from memory usage, so either you did something wrong with your events (a single badly designed parallel process can lag even the most modern machine) or you have plugins that take too much processing or have memory leaks.

but we can't give you advice because nothing you gave so far pointed to anything that could cause the lag.
show us the event that has that frame-drop.

This frame-drop cannot come from memory usage, so either you did something wrong with your events (a single badly designed parallel process can lag even the most modern machine) or you have plugins that take too much processing or have memory leaks.

but we can't give you advice because nothing you gave so far pointed to anything that could cause the lag.
Do You have discord or skype or something like that?
 

Andar

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no - and that wouldn't help you either.
you need to link the pictures here where everyone can see them and try to help you - no one can know everything and the more people can check, the faster you may get the answer.

and you don't have to quote someone to answer - either answer without anything or use the @ username convention like @Peter_Snayde
Only quote if you want to point to a specific part of a post.
 

Aloe Guvner

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If you don't know how to take a screenshot, here's a tutorial:

You don't have to use Imgur as mentioned in the tutorial, you can also upload the images to your post here with the "Upload a File" button.

1. Can you recreate the issue with a smaller event that also causes the lag. It's easier to troubleshoot a simple event

2. Otherwise post screenshot(s) of your plugin list and the event
 

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