RMMV Plugin parameters and performance question

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Hi all, this is just a thought I had but I was wondering, if I was ready to deploy my game, would it help performance at all if I took the values that were in all of my plugin parameters, entered them into their proper spots in the plugin code and then removed all of the parameters? I would imagine the extra layers of going from a parameter to a variable and finally being inserted into the line of code would just add extra data. And while a few parameters would be very little in terms of code, 100+ parameters over a bunch Of plugins would probably add up. Just wanted to get some of your thoughts on this as to whether it’s a good idea or not.
 

ShadowDragon

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plugins in the correct (proper order) doesn't affect that much, if it lags to much,
one of the plugin is affecting that, removing the params is never a good idea
while it give wrong values or wrong spots (depends what the plugin does).

it shouldn't affect games deployment as well, things that cannot be done in MV
or able too require much eventing and parallels events which cause more lag
than a plugin that makes it smooth (their own variable to store info in).
 

Eliaquim

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Hi!
In general, I don't think so...
But also really depends on how the plugin parameters are set up and how they work inside the code.
I mean, removing the plugin parameters and put the value directly, in theory, it will be faster since the plugins will not have to parse the parameters anymore. But I think it's not a thing that will make any difference after all. It will be faster but no one will be able to tell the difference.
The work you will have t do and the chances that you can do something wrong is not worth it.

[EDIT - Pressed the reply as a mistake xD]

There are some plugins that put eval everywhere, in the past, when I was using MV and wasn't a coder, there are some plugins that delay a little bit the start of the game.
Well, talked too much. My point is that is not worthy, and if you have any noticeable lag, doing this will not solve the problem. If you get the point to have lagged in your project because of the plugin, the plugin parameters will not be the reason for that.
 

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So far I don’t have any lag in particular, this was more of a question about just trying to optimize things as best as I can. I’m probably too paranoid about how things will run on different computer. Plus, I’m still a long way from deployment, I just like to plan ahead. I really appreciate the replies. And this has definitely helped.
 

OpheliaEnigma

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Unless the plugin is really badly written, I would say doing that would only speed up the initial loading of the game. Whenever the code is reached the parameters should be parsed already and there won't be any aditional performance issues.

Exception:
- What if the plugin's parameter is a number and, instead of being imediatly parsed as a number, it is parsed every time when the code needs to use it (I have seen plugins do this). This will cause a hit on performance and should be avoided.
 

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