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ok! thanksThis is a legitimate update, normal members can't create threads in this section. The main site just hasn't been updated yet.
ok! thanksThis is a legitimate update, normal members can't create threads in this section. The main site just hasn't been updated yet.
there is a new update? or are you responding to someone's questino?It's been updated.![]()
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. >-<"
(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 );
};
}());
@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.
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.
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.
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.
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.
But three idle cores cannot help the working core, which means that 1x 2.1GHz is still the effective maximum for most programs.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.
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).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.
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.
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.
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).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)
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.