Original Source
- Original title: Need some help solving performance issues
- Original author: chris-cote
- Original date: December 5, 2023
- Source thread: https://forums.rpgmakerweb.com/threads/need-some-help-solving-performance-issues.163589/
- Source forum path: Game Development Engines > RPG Maker MZ Support
Summary
Hey folks, I am working on a commercial game which has all of its core systems implemented. Before I dive too much further into development, I want to get the performance sorted out, as I am sure it will only decrease as I add more to the game. An issue I am having is that the frame rate drops between 60-48-ish periodically, and is never really stable except when I am on very small maps. This normally wouldn't be an issue, however RPG maker games seem to noticeably slow down...
Archived First Post
I am working on a commercial game which has all of its core systems implemented. Before I dive too much further into development, I want to get the performance sorted out, as I am sure it will only decrease as I add more to the game.
An issue I am having is that the frame rate drops between 60-48-ish periodically, and is never really stable except when I am on very small maps. This normally wouldn't be an issue, however RPG maker games seem to noticeably slow down for a moment when this happens (as opposed to skipping frames) which is causing the game to feel stuttery even on high end devices.
I have tested my game on Steam Deck and an old Macbook Air (4GB RAM, i5, built-in 1500mb graphics) and it runs around a passable 30 fps on the deck with many settings tweaks and an unplayable 20-30 fps on the macbook. Again, this wouldn't be an issue if it was frame skipping but it is more of a sluggish slow-mo thing going on.
For an RPG Maker game, this seems like awful performance. I am building this on a high-end PC, so it is hard to notice these issues as I develop the game.
I am hoping that anyone interested can try my game or load my project to see if you can figure out why this performance is so poor. I am running quite a few plugins, however this is necessary for my game and far from the first time it has been done so I am not sure if that is the only potential issue.
Some things to note:
- I am using parallax mapping, but since my game is only 16x16 the image sizes for my map layers are pretty small compared to a usual 48x48 game
- I do not have any continuous parallel events that run on any maps. Any parallel events (common or in map events) that trigger are set to do their thing once on with certain triggers and then terminate by changing switches etc..
- Disabling most or all of my plugins does help, but it doesn't seem to matter which ones, as I have tried many combinations. Disabling all only improves things on the lower-end devices slightly (from 30 to 40 fps).
- Nearly all of the events on my maps are just "show text on interact" sorts.
And the project files HERE
(Note: the game is not very functional, just run around and see what happens. The issues are mainly in just running around the map. Moving all the way right in town and stepping on the orange square will bring you to another map).
If you give it a shot, please let me know any thoughts you have, even if it is just how well (or not) it runs for you in general. Any suggestions would be much appreciated.
I am hoping to see if this is all just me being overly critical or if I have some big problems to sort out before I move forward, as I am intending for this to be a commercial project at some point.
Thanks!
Edit: Updated the download links, as I had the Mac version here by mistake
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I am working on a commercial game which has all of its core systems implemented. Before I dive too much further into development, I want to get the performance sorted out, as I am sure it will only decrease as I add more to the game. An issue I am having is that the frame rate drops between 60-48-ish periodically, and is never really stable except when I am on very small maps. This normally wouldn't be an issue, however...
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