Performance issue WebGL over Canvas mdoe?

Val

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Hello everyone,


I want to know if there is a way to for the game to be played in Canvas mode instead of WebGL? 


Because I run a lot of test and I see some frame rate really drop in battle or outside while in WebGL running the game.


and when I play in Canvas Mode everything run good.


Is there any improvement over the perfomance for rpg maker mv that will be made in the next month or new support?


thanks! 
 

Shaz

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Do you have the latest version of MV installed (1.3.3) and have you updated all of your project's scripts manually to the same version?
 

Val

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Do you have the latest version of MV installed (1.3.3) and have you updated all of your project's scripts manually to the same version?


I have the version 1.3.3. in my Project and when you say you're script project, you mean my plugins in my project or I need to update other stuff?


When I check in the about in Rpg Maker MV I see that the 1.3.3 seem to be good.


I am the only only to get drop of frame rate in battle with WebGL to something really low when you 3-4 enemies on screen?  
 

Shaz

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Upgrading involves updating MV itself, but that only affects new projects that you create after the upgrade.  To upgrade your existing projects to 1.3.3 you also have to manually copy over the NewData/js folder into any existing projects you had.  The instructions are in the first post of the upgrade thread.  Make sure you copy away your plugins.js file and put it back afterwards, otherwise you'll need to go through and enter all your plugin data again.  Also, once you upgrade your project's /js files, you'll have to check all your plugins and make sure they're the newest ones.



It seems you didn't understand what I meant by updating your project's scripts manually, so even though you say you have 1.3.3 I suspect maybe you didn't do the extra steps.  MV might show 1.3.3 but your project could still be in an older version, and older versions do have performance issues (due to memory leaks).
 

Val

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Ahh sorry I didnt understand, but YES, I had done all the step with the JS updated in from a new project with my old data and updated all my plugins and driver of my video card at the same time. I had followed all the step that was in the page about the update for RPG Maker MV 1.3.3.


But is their any futur update for performance for RPG Maker MV or more option to been able to see where all the perf go when the game run in debug? 


Because right now, I'm testing on different PC and with recent spec of 2013 it should not be a problem to have a 60 fps with rpg maker mv. 


I will try to test without all the plugins one by one and find the problem. 
 

Zalerinian

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You can see how the game performs using the chrome debug console that opens when you press F8. It sounds like you want to do a CPU profile. 


The debug console is capable of many great things, but as it is outside the scope of RM support, you'd have to look around on the internet for how to use all of its features. 
 
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Val

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You can see how the game performs using the chrome debug console that opens when you press F8. It sounds like you want to do a CPU profile. 


The debug console is capable of many great things, but as it is outside the scope of RM support, you'd have to look around on the internet for how to use all of its features. 


I had done some testing and grabbed some info from the console and I see that the biggest place the cpu/gpu seem to go is with everything related to the Animation Frame Fired.


Function Call VM98 rpg_managers.js : 1708


JS Frame SceneManager.update


JS Frame SceneManager.updateMain


JS Frame SceneManager.updateScene


JS Frame Scene_Battle.update


Scene_Base.prototype.updateChildren (rpg_scenes.js) (Anonymoous function)


is there are way to RPG Maker MV support look into these function and see if there is any optimisation to have? 


Because it's happen to have some spikes while you select a enemy that you want to attack? 


I tried to drop all plugins to see what causing this but I have no clue... can someone help me on this one? 


Using the Profiles tool from the Console you can see some place where they say Warning Not optimized: TryCatchStatement rpg_managers.js:1708


or Not optimized: Optimized too many times.


SceneManager.updateScene - Not optimized: Inlining bailed out - rpgmanager.js:1822
 
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Zalerinian

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You're going to need to give more detail. See, the majority of the code in the functions you listed is entirely unaffected by canvas or WebGL mode, and the only reason the small part that is affected by the rendering mode would make a big difference is that it's bad, unoptimized code.


I'd say disable all plugins, and see if it still happens. If not, it's one of your plugins that's causing this and outside the scope of MV's support team. If it does still happen, make sure your project is updated to 1.3.3. Updating the editor and updating your project are not the same, you need to copy the new files from a blank project that was made in the updated editor to your existing project for it to be updated.


I forgot you already said you have 1.3.3.


If that also does not fix the problem, then we will need a closer look at your CPU Profile to be able to see what function is spending a lot of time to run.
 
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Val

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You're going to need to give more detail. See, the majority of the code in the functions you listed is entirely unaffected by canvas or WebGL mode, and the only reason the small part that is affected by the rendering mode would make a big difference is that it's bad, unoptimized code.


I'd say disable all plugins, and see if it still happens. If not, it's one of your plugins that's causing this and outside the scope of MV's support team. If it does still happen, make sure your project is updated to 1.3.3. Updating the editor and updating your project are not the same, you need to copy the new files from a blank project that was made in the updated editor to your existing project for it to be updated.


I forgot you already said you have 1.3.3.


If that also does not fix the problem, then we will need a closer look at your CPU Profile to be able to see what function is spending a lot of time to run.


After a lot of tests and investigation, I think I have found the issue(but I dont know how to fix this) 


The problem is that in WebGL with the plugin from Yanfly YEP_BattleEngineCore v1.41 if the name of an enemy is long ex: Red Bloody Scorpion, the ms is really High used and the FPS is really low, so if I changed the name for something like Red, the ms is really low (even with 10 sames monsters in actions) and the FPS is at 60. 


I will ask him to investigate this bug in his great plugin. But still, it's something really weird.... :S name of monster to have a so big impact on the FPS of the game... 
 

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