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Hmm. I think this provides a clue.Tried it with the headset unpugged, still happens. Been doing some trouble shooting; updated driver, reinstalled MV and rebooted. No luck so far.
Edit: I gave RPGmaker MV adimistrative privliages and now it seems to be working. Why now? I could not say.
https://www.chromium.org/developers/design-documents/chromium-graphics/how-to-get-gpu-rasterization
Could you try running game.exe with --force-gpu-rasterization ?
FYI, this is what the game CPU profiling looks like for me (enable the toolbar in package.json, and then open developer console):
WebGL
Canvas ("chromium-args" : "--disable-gpu",):
I get 60fps on both, but the Canvas renderer has a noticeable "stutter" when you shift directions. I created a 1000x1000 map filled with randomly placed tiles and just ran round for a few minutes for each, with the background music running. (BGS doesn't turn off on map change BTW.)
So, when it's not using the GPU, the Canvas Renderer itself takes more CPU time. When the GPU renderer is in use, the autotile part of the program uses the most CPU time.
So my best guess is that people noticing lag have either a weak GPU, weak CPU and the GPU is disabled, or their display drivers do not actually support OpenGL ES2, thus the overhead in converting to D3D, and that path is also slow.
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