Question: Does parallel processed events affect whether or not the game lags. To make my Skit system work, I've utilized a switch and a variable (as the Skit identifer), which all runs through a common event that's only activated when the aformentioned switch is on. The trigger is set as Parallel Process because I want to player to be able to press a button to activate the current Skit scene (like in Tales of games). It all functions somewhat okay so far.
Screenshot
Now the thing is, ever since I managed implented this, I've noticed that my larger maps (like 30x30 and up) has a bit of lag to them, and I'm wondering if it's because of the fact that this Parallel Processed Common Event is virtually ALWAYS on? The lag even appears in my large yet unpopulated maps.
If it's not the Parallel Process (or the only thing) that might cause lag on larger maps, any idea what else could be the issue? Thanks.
Screenshot
If it's not the Parallel Process (or the only thing) that might cause lag on larger maps, any idea what else could be the issue? Thanks.
