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OpenGL Optimization Issues (profiled a running game)

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: OpenGL Optimization Issues (profiled a running game)
  • Original author: JLowther
  • Original date: December 28, 2016
  • Source thread: https://forums.rpgmakerweb.com/threads/opengl-optimization-issues-profiled-a-running-game.72822/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > RPG Maker Mobile Deployment

Summary

I ran a profiler while launching a completely fresh game deployed from RMMV on an iPad2 and this is what I got (though this will affect both iOS and Android devices): { "lightbox_close": "Close", "lightbox_next": "Next",

Archived First Post

I ran a profiler while launching a completely fresh game deployed from RMMV on an iPad2 and this is what I got (though this will affect both iOS and Android devices):


Protected download


Even with a completely fresh game (no events, no external plugins, etc.), the renderer is seeing issues all over the place, mostly in terms of inefficient handling of graphical resources.


Here's the trace file itself:


https://dl.dropboxusercontent.com/u/67091205/fresh_trace.trace.zip


From the looks of things, we could be getting substantially better performance on both iOS and Android devices if some of these issues were ironed out. Is there any chance of making that happen?

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#rpg-maker-archive#mobile-deployment

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