RMMV and 1 FPS / horrible framerate?

Cinnamon

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I recently launched my game on Steam, and framerate is the most common complaint people have.

Even though my game is very "safe", nothing crazy or wild, many many people are reporting 1 FPS extreme lag. Title screen, menu screen, battle scene, there doesn't seem to be any pattern or specific cause.

Is there anything known about this?

Specs seem to vary from Windows 7 to Windows 10. Game runs totally fine for me and most people.

I can go around and collect all the specs from people with lag and post it here if it helps research or finding a solution.
 
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EternalShadow

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Your game doesn't seem to say released, it says Q1, 2016. I assume beta testing?


There have been a few complaints about poor MV performance on this forum. Have you seen those?


Regardless, have you checked Tor's FPS fixer?
 

Cinnamon

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This game: (You will find many FPS complaints in this topic.)

http://steamcommunity.com/app/421810/discussions/0/487876568227543343/#p4

Not Unraveled. Unraveled is RMXP. ^_^

Tor's FPS fixer? I'll check it out. Does it work for every scene? Because some players take minutes just to get through the title screen. It seems to be a universal issue. :/

I've seen some general complaints about FPS, but nothing this serious. o_O

Edit: Is this "Tor's FPS Fixer"? http://forums.rpgmakerweb.com/index.php?/topic/50709-fluidtimestep-fix-the-game-speed/
 
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EternalShadow

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That game is YOURS?! :o


Yes, that is Tor's FPS fixer. Should apply to everything.
 

EternalShadow

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I did indeed see it on the top of Steam's top sellers list, I had no idea it was yours though!


Let me know if the script works.
 

Cinnamon

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Thanks, I will!

Actually, right now I am gathering all information I can from people having trouble with the game, because my game is nothing special program-wise. These will be errors that will probably happen to every MV game on Steam. I'll post my collected data later.

So far, it does not seem the script fixed anything except make the game slower on my main laptop where it was running too fast lol.
 

EternalShadow

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They are indeed issues that happen or will happen to every MV game.

Well, that's one thing fixed at least :p
 

Cinnamon

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They are indeed issues that happen or will happen to every MV game.

Well, that's one thing fixed at least :p
Not exactly what I wanted to fix, though. I changed the script to use 90 FPS because I feel 60 FPS is way too slow (I created the game thinking the "fast speed" was normal, so suddenly 60 FPS feels very slow and dull).

I kinda feel like Degica's commercial beta tester atm lol.
 
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EternalShadow

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Well, there were still quite a few issues that had yet to be ironed out, such as the lack of encryption, memory leak, etc. It's a miracle anyone released a game with MV, given it's only been out a couple of months with those issues too lol. (I sent you a PM btw)


If you wish, there may be an fps changer somewhere but clearly that script didn't solve the issue anyway.
 

Cinnamon

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Well, there were still quite a few issues that had yet to be ironed out, such as the lack of encryption, memory leak, etc. It's a miracle anyone released a game with MV, given it's only been out a couple of months with those issues too lol. (I sent you a PM btw)

If you wish, there may be an fps changer somewhere but clearly that script didn't solve the issue anyway.
I managed to use Tor's script to actually change the FPS. Change a simple line of code from 60 to 90 increased speed to a decent setting. Looks good on both my old and new laptop. Had to adjust the Timer a lil bit but playtime still works fine.

Ah I missed the PM, sorry. Edit: Oh no I didn't, I replied already. XD

Where are you guys keeping track of everything btw? Like are they actually working on the memory leak? Where can we read updates on it? I hope they don't expect us to update our core scripts weekly, that'd be a bit crazy.
 
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Iavra

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I recently got the game to do some research about the lag, but everything worked fine to me...at least, until the recent (200~ mb) update, that caused me to get 4 fps on the title screen. Of course, the game is packed in an exe and i can't open the console, so my debugging options are quite limited :D
 

Cinnamon

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I recently got the game to do some research about the lag, but everything worked fine to me...at least, until the recent (200~ mb) update, that caused me to get 4 fps on the title screen. Of course, the game is packed in an exe and i can't open the console, so my debugging options are quite limited :D
Well, that's not good. x___x

I PMed you.

Actually I can get you set up with an unencrypted version of the game by using the betas tab, but I hope it's just some weird temporary lag because of the Steam update?
 

Iavra

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As i PM'd you, there seems to be a problem with the autosave function. If i start the game and exit/restart as soon as i get control, the lag begins.
 

Cinnamon

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^

Lavra is amazing. :) Helped fix the problem.
 

Galenmereth

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Cinnamon: You shouldn't really change the game speed from 60 ticks / second in my Fluid Timestep plugin. MV's engine is hard coded so that all things run properly if logic updates at 60 fps, but that also means that if you get 30 fps, game speed is normally at 50% normal, and likewise if someone runs their game on a 144hz monitor, the game runs at 144 fps and ~225% game speed.

What my plugin does isn't "fix the framerate". It makes it so framerate doesn't cause the game to run slower or faster than it should. So if you only get 30 fps on someone's hardware, visually it'll only draw to the screen 30 times / second, but the game's logic (movement, animations, etc) run at 60 ticks / second.

You can of course ask the engine to tick at 90 / second, but I advice against it because all of MV's internal timings on events, animations and everything else depend on the 60 / second tick speed.
 

Iavra

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Actually, the problem was neither autosave nor battle retry (which i both suspected, since the lag started as soon, as a savefile was created), but the custom title screen loading global.rpgsave 60 (or 90, because of the modified FluidTimestamp) times per second.
 

KisaiTenshi

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I recently launched my game on Steam, and framerate is the most common complaint people have.

Even though my game is very "safe", nothing crazy or wild, many many people are reporting 1 FPS extreme lag. Title screen, menu screen, battle scene, there doesn't seem to be any pattern or specific cause.

Is there anything known about this?

Specs seem to vary from Windows 7 to Windows 10. Game runs totally fine for me and most people.

I can go around and collect all the specs from people with lag and post it here if it helps research or finding a solution.
Most people reporting lag, fall into two categories:

a) They are not running proper drivers

B) They are running OLD, VERY OLD, VERY WEAK hardware.

In the case of A, it's usually reported by people who didn't install the nVidia, AMD, or Intel display drivers. There is no reason to NOT be running these drivers unless your device is a laptop with switchable graphics (which requires factory-specific drivers to switch between.) Chromium falls back to ANGLE, which takes either a DX11 path or a DX9 path when there is no OpenGL ES2 in the driver support. nVidia's OpenGL ES2 support is kinda rubbish, and Chromium always uses ANGLE on this hardware. Chromium also always uses ANGLE on Intel hardware, because all Intel GPU hardware is rubbish and inconsistent. OpenGL 4.x is NOT used, ever, without tampering with the chromium switches, and only AMD hardware actually implements OpenGL ES properly.

In the case of B)

- People running CPU's in subnotebook/netbook type of device (AMD C20/C30, Intel Atom.) These devices are barely suitable to run write an email, and are often weaker than a smartphone.

- People running Laptops Intel iGPU older than Sandy Bridge. (i3/i5/i7-2xxx)

- People running Laptop/Desktops without a dedicated GPU.

If you have a dedicated GPU... 

Any Radeon HD 5700/6700/7700 series AMD GPU is more than suitable, 

Any nVidia GTX 550/650/750/850/950 series GPU is more than suitable

Anything else is not capable. That includes "M" mobile versions of above. A Mobile version has to be the "high end" model, eg GTX 675M not 650M, 870M not 850.

Decidedly NOT compatible:

Any DirectX9-only capable GPU. Any GPU with drivers older than 2011 regardless of manufacturer.

It terms of mobile devices.... BE VERY CAREFUL

- Android devices MUST use the cordova(crosswalk) build for any pre-Android 4.4.4 devices. WebGL and WebAudio are not supported on earlier versions.

- iOS devices MUST run iOS 8 or later, and are not required to run cordova(crosswalk) as both WebGL and WebAudio are supported on all hardware.

Not ALL Android devices that are capable of RUNNING an Android build are actually capable of playing a game build with RPG Maker MV. Only the very high-end devices can realistically play a MV game.

- There MUST be enough free space and RAM on the device. You might be able to install the game on the device, but you will NOT be able to play it if you incorporate preloading tricks that waste memory. 

So it's very possible that a MV game might fail Apple/Google 's app store validation if it crashes prematurely. Test on real hardware before rolling out for mobile. 

Currently, it's NOT recommended (even if you can load it) to iOS/Android devices without 1GB of RAM (iOS devices with 1GB RAM: iPhone 5, 6th generation iPod Touch,3rd Generation iPad, iPad Mini 2.) Pre Android 5.0 devices might actually require 1.5GB of ram due to the Cordova webview.
 
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Zanazaru

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Actually, the problem was neither autosave nor battle retry (which i both suspected, since the lag started as soon, as a savefile was created), but the custom title screen loading global.rpgsave 60 (or 90, because of the modified FluidTimestamp) times per second.
phew xD
 

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