- Joined
- Mar 14, 2014
- Messages
- 314
- Reaction score
- 171
- First Language
- English
- Primarily Uses
- N/A
Plugin Link:
http://yanfly.moe/2015/10/17/yep-13-auto-passive-states/
I'd like to make use of Auto-Passive States for certain things in my game project, but I have a lot of stuff going on in my battles visually/with eventing. I think this, coupled with the amount of plugins I'm using, has all the processing build up and in some cases there are short lag spikes as a result. I've found ways to get around or mediate this in most cases.
When I use Auto Passive States, there are brief lag spikes that occur whenever a turn ends and begins. The length/severity of the lag spike increases when the total number of actors/enemies on the field increases. If I have three actors and three enemies on the field, the lag spike drops to about 25-30 FPS. I should mention that this issue with the lag was noticeable when I was originally using this plugin last summer. My game had less plugins, though there was still a lot going on in my battles.
Does anyone know how to optimize Auto passive States so that any lag is less noticeable when there are more processes going?
Here's an image containing all my plugins/their order:
And here's what my battles look like:
(see attached image)
If possible I would really love to trouble-shoot this. Having that plugin would be really handy for certain things in my game. If you need anymore information from me to help with this, I'm more than happy to oblige.
http://yanfly.moe/2015/10/17/yep-13-auto-passive-states/
I'd like to make use of Auto-Passive States for certain things in my game project, but I have a lot of stuff going on in my battles visually/with eventing. I think this, coupled with the amount of plugins I'm using, has all the processing build up and in some cases there are short lag spikes as a result. I've found ways to get around or mediate this in most cases.
When I use Auto Passive States, there are brief lag spikes that occur whenever a turn ends and begins. The length/severity of the lag spike increases when the total number of actors/enemies on the field increases. If I have three actors and three enemies on the field, the lag spike drops to about 25-30 FPS. I should mention that this issue with the lag was noticeable when I was originally using this plugin last summer. My game had less plugins, though there was still a lot going on in my battles.
Does anyone know how to optimize Auto passive States so that any lag is less noticeable when there are more processes going?
Here's an image containing all my plugins/their order:

And here's what my battles look like:
(see attached image)
If possible I would really love to trouble-shoot this. Having that plugin would be really handy for certain things in my game. If you need anymore information from me to help with this, I'm more than happy to oblige.