Status
Not open for further replies.

drwho10

Veteran
Veteran
Joined
Sep 15, 2014
Messages
47
Reaction score
30
First Language
English
Primarily Uses
This is a legitimate update, normal members can't create threads in this section. The main site just hasn't been updated yet.
ok! thanks
 

Sharm

Pixel Tile Artist
Veteran
Joined
Nov 15, 2012
Messages
12,813
Reaction score
11,108
First Language
English
Primarily Uses
N/A
The main page of the site used to say that the latest MV update was 1.4, it has now been updated to say 1.5. Drwho10 was worried that the update was not legitimate since the update numbers didn't match and that was what was being discussed literally a post before Lunarea's message.
 

Oscar92player

Veteran
Veteran
Joined
Jul 26, 2012
Messages
563
Reaction score
266
First Language
Spanish
Primarily Uses
RMMV
Sorry to mention this once again, but I need to ask:

Are you still working on those fixes for the sound delay and lag? Or even the frame drops caused when you open menus from the game, the animations, and also when teleporting your character to another map? And what about the preload of resources, like images, music, sound effects, animation settings...?

As I said, sorry to mention this again, but it's been almost 2 years since the release and I'm still waiting. You said before that after the release of RPG Maker MV Version 1.2.0 or 1.3.0 (if I'm not mistake), you will be working in a solution for the sound lag, the sound delay, and the memory leak caused by Pixi.

I can admit that the preload of some resources, and memory leaks are almost fixed, but I'm still waiting the update to solve the frame drops caused in some scenes when you open a menu, or a sound effect is loaded, or even when you use an animation with a palette colour changed in the Animation settings. Not even mention the sound delay, that it's still there, and I have to use a plugin developed by SRDude in order to avoid some of those problems (sound delay and some frame drops fixed, but at the cost of more memory from the RAM), and even with that, I have to work with some incompatibilities caused by other plugins.

So, (and sorry again to ask this again), when? Are you still working on it? How long we have to wait?
 
Joined
Feb 18, 2015
Messages
630
Reaction score
352
First Language
English
Primarily Uses
RMMV
I don't know if this is just happening for me, but I'm still seeing the page as saying 1.4.0.
Screenshots :
website1_by_natfromgamefire-dbikhke.png

website2_by_natfromgamefire-dbikhk2.png
(Apologies for the large screenshots, but I wanted to show that these screenshots were taken today.)
It also shows 1.4.0 on the mobile version of the site for me.
 

Ai696

Veteran
Veteran
Joined
Jun 17, 2015
Messages
97
Reaction score
90
First Language
English
Primarily Uses
RMMV
If there is a memory leak, we should identify where it is and which platform it affects. And probably start to use other PIXI built in features, like the PIXI.Application, with it sweet FPS control and deltaTime in update.

That Sprite_Button class, man... It is just evil. >-<"

There is no memory leak from what I can tell. Talking to the PIXI Devs has provided me info that one doesn't exist with this.interactive. (one may have back with pixi v2, but we are on v4.5 now) Another thing to point out is that interactive = false by default, so there is no reason for them to set it. It was also disabled due to the layering of the canvas elements.

Also as for your code, its better to just tell the video canvas and the uppercanvas's .style.pointerEvents = "none"

example:
Code:
(function(){
/**
 * @static
 * @method _updateVideo
 * @private
 */
Graphics._updateVideo = function () {
    this._video.width = this._width;
    this._video.height = this._height;
    this._video.style.zIndex = 2;
    this._video.style.pointerEvents = "none";
    this._centerElement( this._video );
};


/**
* @static
* @method _updateUpperCanvas
* @private
*/
Graphics._updateUpperCanvas = function () {
    this._upperCanvas.width = this._width;
    this._upperCanvas.height = this._height;
    this._upperCanvas.style.zIndex = 3;
    this._upperCanvas.style.pointerEvents = "none";
    this._centerElement( this._upperCanvas );
};
}());

This prevents any need to change the zIndex ordering :)
 

bgillisp

Global Moderators
Global Mod
Joined
Jul 2, 2014
Messages
14,516
Reaction score
15,823
First Language
English
Primarily Uses
RMVXA
@Oscar92player : Delay due to palette change on animations is due to how resource intensive that is. The only fix for that is to not use palette changes, or get a faster computer I'm afraid. There's nothing the MV devs can do about that.
 

Oscar92player

Veteran
Veteran
Joined
Jul 26, 2012
Messages
563
Reaction score
266
First Language
Spanish
Primarily Uses
RMMV
@Oscar92player : Delay due to palette change on animations is due to how resource intensive that is. The only fix for that is to not use palette changes, or get a faster computer I'm afraid. There's nothing the MV devs can do about that.

Processor
AMD A10-5745M APU with Radeon(tm) HD Graphics
2.1 GHz
4 cores
Video Card
AMD Radeon HD 8670M
1.0 GB of Dedicated Memory
1024 MB of Total Memory
Pixel Shader Version 5.0
Vertex Shader Version 5.0
Video Card #2
AMD Radeon HD 8610G + HD 8670M Dual Graphics
3.0 GB of Dedicated Memory
4.0 GB of Total Memory
Pixel Shader Version 5.0
Vertex Shader Version 5.0
RAM
8.0 GB
OS
Windows 10 Home (64-bit) Build 1703 (a.k.a. Creators Update)

Isn't that faster and powerful? :kaosigh:

I know my computer is not a Master Race one, but I think it's powerful and faster enought to move a simple animation, and avoid almost ALL the problems this engine gives related with lag, music delay, frame drops and preload of resources. So everything related to those problems, I doubt are caused by my "not faster" computer, but from MV instead, and they MUST be fixed by the devs.
 

bgillisp

Global Moderators
Global Mod
Joined
Jul 2, 2014
Messages
14,516
Reaction score
15,823
First Language
English
Primarily Uses
RMVXA
That's actually kinda low end at 2.1 GHZ. We've been at 3.0 GHZ for a decade now on computers, as I had a 3.0 GHZ processor in 2001.

But anyways, it is probably still not enough to handle hue changes, as the way I understand it, hue changes are just done via a method that takes *forever*, no matter what speed you have. And I think it's built into Pixi and/or JavaScript and how they do things, so its unfixable short of redoing the entire engine in a new language, but maybe someone on the dev team can confirm more on this.

As it is, the best fix is to make a new version of the animation with the new hue, and save that as a new animation file. Then load that into the database. No problems once you do that.
 

Jonforum

Veteran
Veteran
Joined
Mar 28, 2016
Messages
1,641
Reaction score
1,475
First Language
French
Primarily Uses
RMMV
this engine gives related with lag, music delay, frame drops and preload of resources. So everything related to those problems, I doubt are caused by my "not faster" computer, but from MV instead, and they MUST be fixed by the devs.

lag, music delay, frame drops and preload of resources
is because all a rendered with canvas/webgl bitmap HTML5 . (basic rmmv)

If you whant a fast rendering, you need to bypass basic code with PIXI rendering.
ex: for my game i use pixi.loader
http://pixijs.download/dev/docs/PIXI.loaders.Loader.html
and pixi.sprite
http://pixijs.download/dev/docs/PIXI.Sprite.html

all cache are in the GPU, and is very fast rendering with multiple animations, video, music, sprites and filter.

the basic engine use sprite with BITMAP
So is CPU rendering only
CPU need work with javascript + rendering simultaneously

With pixi.
Engine Shares tasks between CPU and GPU.
So cpu can work with javascript and gpu work on the rendering.
Has the basis when the software was created, pixi.js was not finalized, so badly integrate to rmmv.
 

Oscar92player

Veteran
Veteran
Joined
Jul 26, 2012
Messages
563
Reaction score
266
First Language
Spanish
Primarily Uses
RMMV
That's actually kinda low end at 2.1 GHZ. We've been at 3.0 GHZ for a decade now on computers, as I had a 3.0 GHZ processor in 2001.

But my CPU have 4 cores with 2.1Ghz each one, and even with that isn't powerful enough? I have this computer since 2013-14 aprox.

And I think it's built into Pixi and/or JavaScript and how they do things, so its unfixable short of redoing the entire engine in a new language, but maybe someone on the dev team can confirm more on this.

So, that means that we have an option to change the hue from animations inside the engine, that can cause lag or frame drops, and probably cannot be fixed unless the developers redo the entire engine or change the entire language... Why we have the hue option then? I mean, if the option it's supposed to do something, but it cannot do it correctly and causing lag and frame drops, what is the meaning of having such an option? I don't understand that. And what about the ones who don't know about this? They will use the hue option whithout knowing that it can produce those errors.

As it is, the best fix is to make a new version of the animation with the new hue, and save that as a new animation file. Then load that into the database. No problems once you do that.

Yeah, it's probably the best fix. But the hue option is in RPG Maker since 2k or 2k3 if I'm not mistake, and some users used that option in order to make a game with less resources and less weight in disk. So, for users that don't want to use repeated resources only to change the colour for animation frames, or even with enemy sprites, this error is a terrible headache, and it must be fixed in some way or another.

lag, music delay, frame drops and preload of resources
is because all a rendered with canvas/webgl bitmap HTML5 . (basic rmmv)

If you whant a fast rendering, you need to bypass basic code with PIXI rendering.
ex: for my game i use pixi.loader
http://pixijs.download/dev/docs/PIXI.loaders.Loader.html
and pixi.sprite
http://pixijs.download/dev/docs/PIXI.Sprite.html

all cache are in the GPU, and is very fast rendering with multiple animations, video, music, sprites and filter.

the basic engine use sprite with BITMAP
So is CPU rendering only
CPU need work with javascript + rendering simultaneously

With pixi.
Engine Shares tasks between CPU and GPU.
So cpu can work with javascript and gpu work on the rendering.
Has the basis when the software was created, pixi.js was not finalized, so badly integrate to rmmv.

I'm interested in this. Unfortunatelly, I don't know much about programming, or the things we can do with Pixi and the language used to make plugins.

For example, for those links you've shown, I need to copy the codes inside them in a new .js file and use them as a plugin for RPG Maker MV? I really want to try if they can fix some of the errors like the sound delay, the preload of resources and frame drops, but terrifies me the idea of incompatibility with other plugins or so, because if I have problems with the default way on how Pixi manage the game, I don't know what other problems can appear with your method.

So please, I need more information about it, and how to implement it in a project.
 

bgillisp

Global Moderators
Global Mod
Joined
Jul 2, 2014
Messages
14,516
Reaction score
15,823
First Language
English
Primarily Uses
RMVXA
A bunch of cores of a slower CPU is still slow. You can have a 16 core 32 MHZ computer and it would still barely run pong these days (unless you find the old DOS version of it, then all bets are off). Plus few programs are designed to use more than 2 of the cores anyways.

But, like I said, I think it is due to how pixi/JavaScript handles hue changes, especially as it (seemed to) worked well in the old engines as they didn't use JavaScript. Maybe there's a fix, maybe not, but until then best to do what I suggest and make a new animation in the new hue to avoid the issue.

As it is, I wish I knew more JavaScript so I could explain why it seems to be slow to render hues. Maybe they do it pixel by pixel?
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
38,492
Reaction score
10,914
First Language
German
Primarily Uses
RMMV
But my CPU have 4 cores with 2.1Ghz each one, and even with that isn't powerful enough? I have this computer since 2013-14 aprox.
But three idle cores cannot help the working core, which means that 1x 2.1GHz is still the effective maximum for most programs.
Two cores help a lot, because in those cases Windows can assign one core exclusively to the active program, and have the background tasks like antivirus and itself run on a different core. But even today, parallel processing is not easy to program, and only programs that really need the maximum power (like Photoshop when rendering for example) are programmed to split processing over several cores.

But the hue option is in RPG Maker since 2k or 2k3 if I'm not mistake, and some users used that option in order to make a game with less resources and less weight in disk. So, for users that don't want to use repeated resources only to change the colour for animation frames, or even with enemy sprites, this error is a terrible headache, and it must be fixed in some way or another.
No - the hue processing was used in old machines when RAM and Storage/HDD-Space was expensive, and even then it used up a lot of the CPU's processing power. Since RAM and storage has become cheap, that use of processing power creates such an amount of Lag that it is not considered a good option any longer (which is why it has been removed from a lot of cases).
Please use GIMP or photoshop to make a copy of any picture you want in two colors, that is a lot less headache.
And because of this I don't expect that to be fixed unless they find a way to let color processing be handled by something other than the CPU.
 

Oscar92player

Veteran
Veteran
Joined
Jul 26, 2012
Messages
563
Reaction score
266
First Language
Spanish
Primarily Uses
RMMV
And because of this I don't expect that to be fixed unless they find a way to let color processing be handled by something other than the CPU.

That is the reason I asked before why MV have this option if it fails to load animations correctly? Maybe the best way it's to remove that option, right? And even saying that, I suppose it's to late to do such a big change in the engine if there is people using it already, because MV was released almost 2 years ago.

A bunch of cores of a slower CPU is still slow.
But three idle cores cannot help the working core, which means that 1x 2.1GHz is still the effective maximum for most programs.
Two cores help a lot, because in those cases Windows can assign one core exclusively to the active program, and have the background tasks like antivirus and itself run on a different core. But even today, parallel processing is not easy to program, and only programs that really need the maximum power (like Photoshop when rendering for example) are programmed to split processing over several cores.

Well, I can run Photoshop and some video editors smoothly, and even games like Resident Evil 5 (this one with all high textures, shadows and filters), Final Fantasy Type-0 HD, Tales of Zestiria, Berseria... I mean, those programs and games are not made for low-end computers precisely, and I can run them without lag or terrible frame drops (only FF Type-0 gives some problems eventually, but nothing more), if I can run those, why a game developed with RPG Maker MV will be different?
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
38,492
Reaction score
10,914
First Language
German
Primarily Uses
RMMV
if I can run those, why a game developed with RPG Maker MV will be different?
Because those graphics run on the GPU with specifically designed 3D-units, not on the CPU. Graphic cards draw more power from the powersupply than the CPU in most computers, because their 3D-units need that power and those are much more effective on 3D than the regular CPU, but on the other hand are absolutely useless for 2D-processing (which can usually only be handled by the CPU).

And in addition to that, RMMV uses a HTML5-base for its games as a way to make deployment to different devices possible, but that also forces some restrictions on the way data is handled. Like the fact that something cannot really be preloaded but is only loaded after it is requested (the preloader plugins usually by requesting something earlier and delaying the engine until they have it)
 

Oscar92player

Veteran
Veteran
Joined
Jul 26, 2012
Messages
563
Reaction score
266
First Language
Spanish
Primarily Uses
RMMV
Because those graphics run on the GPU with specifically designed 3D-units, not on the CPU. Graphic cards draw more power from the powersupply than the CPU in most computers, because their 3D-units need that power and those are much more effective on 3D than the regular CPU, but on the other hand are absolutely useless for 2D-processing (which can usually only be handled by the CPU).

And in addition to that, RMMV uses a HTML5-base for its games as a way to make deployment to different devices possible, but that also forces some restrictions on the way data is handled. Like the fact that something cannot really be preloaded but is only loaded after it is requested (the preloader plugins usually by requesting something earlier and delaying the engine until they have it)

If that is the way the engine handles the data, using the CPU... can we do something like @Jonforum said before? Using the links he dropped here in this post:
If you whant a fast rendering, you need to bypass basic code with PIXI rendering.
ex: for my game i use pixi.loader
http://pixijs.download/dev/docs/PIXI.loaders.Loader.html
and pixi.sprite
http://pixijs.download/dev/docs/PIXI.Sprite.html

all cache are in the GPU, and is very fast rendering with multiple animations, video, music, sprites and filter.

I would like to see if that can solve some of the problems related with that lag, frame drops and BGM delay I was talking about. But I need help to implement it in a project to test if it works the way I would like.
 

Sharm

Pixel Tile Artist
Veteran
Joined
Nov 15, 2012
Messages
12,813
Reaction score
11,108
First Language
English
Primarily Uses
N/A
I just downloaded the update today. What are you seeing on your end?
 
Status
Not open for further replies.

Latest Threads

Latest Posts

Latest Profile Posts

Now a videogame developer has been arrested in Japan for insider trading. Darn blue hedgehog! XD
The forum stalled for a second and I thought I got banned for using 1 swear word. :kaoswt2:
Today years old when I realized I can track Last Skill ID used as a variable... natively in engine....

*sighs in reconstructing skill system*

Forum statistics

Threads
131,750
Messages
1,222,914
Members
173,500
Latest member
JG777
Top