No matter what i try, the frame drop wont go away

jedite1000

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I am at a loss, its only my desert map that is causing the fps drop, i have tried everything i could think of and the frame always stays around or below 30 fps until i finish the quest then it goes back to normal

I figured it might be the parallel events on the map but its not, the fps is not affected if i start on the map but if i start on an earlier map, as soon as i exit that map and into my desert map the fps drop. my theory is it could be visustella quest plugin because i removed the plugin commands to start the quest and the fps is fine. the quest starts during the transition to the next map

I changed it so the quest does not track automatically when entering the map (u would have to manually track it if you want to see the tracker) that seemed to work but as soon as the quest changed then the fps dropped again. i feel it might be something to do with the quest system Tracker: change quest plugin command
Here is the event that requires me to collect 5 items to complete the quest, also the goblin event who changes the quest objective1686280029405.png
1686279947876.png

1686279001551.png
 

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Shaz

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Can you try this and let us know what happens:

Copy event 17 above onto your desert map, and take out the SE, BGS and transfer commands. Give it a sprite and change the trigger to action button.

Start on the desert map.

Walk around a bit, confirm the FPS is up around 60 for a while.

Interact with the event.

Walk around a bit, see if the FPS drops and stays down.

Make sure you don't have anything else running on your computer unless it's running for the entire test. (I love the experience I heard from an indie game developer years ago where he had a game that was working, spent a bit of time changing some code, and when he played it again the FPS was awful - he spent a couple of hours trying to fix it with no luck, then decided to really focus and turned off the music he'd been listening to through his computer - and suddenly the FPS shot back up again).
 
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jedite1000

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Can you try this and let us know what happens:

Copy event 17 above onto your desert map, and take out the SE, BGS and transfer commands. Give it a sprite and change the trigger to action button.

Start on the desert map.

Walk around a bit, confirm the FPS is up around 60 for a while.

Interact with the event.

Walk around a bit, see if the FPS drops and stays down.

Make sure you don't have anything else running on your computer unless it's running for the entire test. (I love the experience I heard from an indie game developer years ago where he had a game that was working, spent a bit of time changing some code, and when he played it again the FPS was awful - he spent a couple of hours trying to fix it with no luck, then decided to really focus and turned off the music he'd been listening to through his computer - and suddenly the FPS shot back up again).
hmm, that didn't seem to affect the fps at all, it didn't drop at all

Ok there is something weird going on, the fps is normal even when transfering to the desert map, for days the fps kept dropping but on just now, i didnt change anything, the fps is just fine when transfering from the airship to the desert map. i dunno how long it will last though, dunno if its just temporary or not
 
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Andar

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check if you have a double-use of switch 15 (or any other switch handled by the events above that is in those parts that are not visible in the screenshots).

you can for example have a forgotten and unnamed common event that is empty and accidentally switched to parallel with that switch as condition.
Or you can have a plugin configured in a way that a special function is activated by turning on that switch.

A quick check would be only remove that command in the events for testing (or change to a different switch). But if it is used elsewhere you need to find out where after that change, for there could be other problemms caused.
 
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TESTOSTERONE

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I don't know if this helps, but I remember running into FPS issue with the active quest window plugin in MV.

My parallel event kept changing a variable on the map, and it didn't play nicely with the active quest window until I realized there is an option in the plugin to disable refresh whenever a variable is changed:

1686314538145.png
 
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jedite1000

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yeh the fps drop is back

hmmm, i don't see that option in the plugin

1686360550524.png
 

Shaz

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I have a spare weekend up my sleeve. If you want to zip up your project and send to me, I can take a look.
 

jedite1000

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Thanks I’ll do that, what do I do about my paid plugins though? My game won’t function without them
 

Shaz

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I have the VisuStella plugins, so it's okay to include those (yours will probably be more up to date than mine as I haven't downloaded updates for a long time). Are they the only ones you have that are paid? If you have others, can you remove those before sending?
 

jedite1000

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Yup I think it’s the only paid ones, I’ll send a zip tomorrow, not at home right now
 

Jimmy2017

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I know this is a few months old, but I'm curious if Shaz was able to resolve this. Without wanting to hijack, below is what I understand of the problem and what has worked for me to resolve it, albeit, in an unsatisfactory manner.

There is a problem in my projects where the quest tracker will cause massive FPS drops if more than 1 item is displayed. I see I'm not alone in this based on a quick google with the top result saying the exact same thing from back in February.

In your eventing, if you mark completed objectives as 'removed' after completing, so they aren't displayed on the tracker, does the FPS improve at all? Basically, make the quest tracking window only have 1 item displayed on it and see if things improve. If so, sounds like the same issue as multiple other people. I think it's something VS will have to accept is a problem to look into and hopefully fix/improve.
 
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Jimmy2017

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May have found a cause for this. The tracker refreshes the text on every frame by the looks of it, which looks to be a potential cause for the frame drops on lower end systems.

Test systems used: i3 5005u laptop. Indoor map:

3 light events (VS) & no tracker - 60 fps
3 light events and 1 tracked item: 25 fps
3 light events and 2 tracked items: 16 fps
3 light events and 3 tracked items: 7-9 fps.
Walking with the above - 5 fps.



Test systems used: AMD 3200g PC. Indoor map:

3 light events (VS) & no tracker - 60 fps
3 light events and 1 tracked item: 50-60 fps
3 light events and 2 tracked items: 30 fps
3 light events and 3 tracked items: 20 fps.
Walking with the above - 18-20 fps.
 

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