Game Performance
#15
That seems to be pretty sure the issue.

I think a custom anti-lag code would be the most effective to prevent any lags. So my game would only load the lights which are visible on the screen.
Even if I increase the frames between updating it could still cause some lags on a map with many lights.

But we have a progress already, and that's nice :)

Edit: Maybe it's just a matter of a few additional lines in the anti-lag script I'm already using.
But I don't know. Scripting and ruby is still a sealed book for me.

Code:
#======================================
# Anti Event Lag Script
#======================================
#  By: Near Fantastica
#   Date: 12.06.05
#   Version: 4
#======================================

# Heretic Revision August 21st, 2012

#    -----  HERETIC NOTES -----
 
# THIS SCRIPT HAS BEEN MODIFIED!

# The original version of the script did increase framerates at the cost
# of flat out making some things not work at all.

# This revision of the original script should fix those issues.

# #1 Fixed an issue where Events that used Multiple Event Pages
# (which require conditions) were never refreshed, as the call to
# change those events was ommitted entirely, apparently by accident.

# #2 Fixed Events moving Off Screen to not update.  Any time Set Move Route
# is called, the moved Event will now Update correctly.  Useful for Cutscenes
# where an NPC walks to On Screen from Off Screen.

# #3 If you use an "Autonomous Movement", and want an Event or NPC to be
# updated regardless if they are on the screen or not, you'll need to
# add \al_update to that Event's Name.  The Naming Parameter was used
# to allow functionality to be maintained across any number of Event Pages.

# #4 This script only updates Events or NPC's around that are close enough
# to the Player that they require being updated.  For Large Sprites, this
# can cause some issues.  I adjusted the distance so that Large Sprites
# won't cause glitches by partially staying on the screen when they aren't
# supposed to be there.

# --- Notes for Compatability ---

# This script makes changes to update in both Spriteset_Map and Game_Map classes
# There isnt a whole heck of a lot of script to run the optimizations, so if
# you have ANY other script that makes changes to update in either of those
# classes, place those scripts BELOW this one.
#
# Other Scripts that FULLY REDEFINE def update will break this script.
#
# If another script does fully redefine def update, you can probably try
# combine the two scripts.  I've commented out the spots of code that need
# to be there for anti-lag to work.

# NAMING OPTIONS

# - \al_update

# For Example:  "EV031\al_update" can move around anywhere on the Map and will
#  be updated regardless of where it is at on the Map!
#  (\al_ is just an abbreviation for "Anti Lag", which hopefully is unique!)

#  Events with \al_update in their name will ALWAYS be Updated

# I also changed "Set Move Route" to automatically add a @lag_include Flag
#  to the Event so that the Event will ALWAYS be able to move.  This will
#  most likely happen for Cutscenes where an Event needs to be able to
#  move around regardless of its Range from Player on the Map.  Once you
#  leave a Map and return, this will reset and the Event or NPC will only
#  update if it is On Screen, or at least close to the Screen


module Update_Range
 # Note: Module for both the Game_Map and Spriteset_Map classes

 #--------------------------------------------------------------------------
 #  In Range - Determines whether or not an Event should be Updated
 #--------------------------------------------------------------------------
 def in_range?(object)
   # Using 256 here will speed things up a tad, but may cause Large Sprites
   # that go offscreen to glitch and stay on screen when they actually aren't
 display_x = $game_map.display_x - 750 #750 # 256
 display_y = $game_map.display_y - 750 #750 # 256
 display_width = $game_map.display_x + 3000 #2916 #2820
 display_height = $game_map.display_y + 3000 #2570 #2180
   # If too far off screen
 if object.real_x <= display_x or
      object.real_x >= display_width or
      object.real_y <= display_y or
      object.real_y >= display_height
     # Invalid
     return false
   end
   # Valid
 return true
 end
end


#======================================
# Game_Map
#======================================

class Game_Map
 # Makes In-Range Definiton available in the Game_Map class
 include Update_Range

 #--------------------------------------------------------------------------
 #  Update - Updates Events in a Game Map - FULL REDEFINITION
 #--------------------------------------------------------------------------
 def update
   # Refresh map if necessary
   if $game_map.need_refresh
     # Refresh the Game Map - CRITICAL for changing Event Pages
     refresh
   end
   # If scrolling  
 if @scroll_rest > 0
   distance = 2 ** @scroll_speed
   case @scroll_direction
     when 2
     scroll_down(distance)
     when 4
     scroll_left(distance)
     when 6
     scroll_right(distance)
     when 8
     scroll_up(distance)
   end
   @scroll_rest -= distance
   end

 
 
   # This is the Event Anti Lag Code
 for event in @events.values
     # If Event is In Range, Auto, Parallel, Set Move Route, or Cat Actor
   if event.trigger == 3 or event.trigger == 4 or event.lag_include or
        in_range?(event)
       # Update the Event
   event.update
       # If you have other code to run, allow this part to run first, then
       # run other parts of scripts here inside of the conditional branch.
   end
 end
   # End Event Anti Lag Code
 
 
 
 for common_event in @common_events.values
   common_event.update
 end
 @fog_ox -= @fog_sx / 8.0
 @fog_oy -= @fog_sy / 8.0
 if @fog_tone_duration >= 1
   d = @fog_tone_duration
   target = @fog_tone_target
   @fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d
   @fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d
   @fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d
   @fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d
   @fog_tone_duration -= 1
 end
 if @fog_opacity_duration >= 1
   d = @fog_opacity_duration
   @fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d
   @fog_opacity_duration -= 1
 end
 end
end

#======================================
# Spriteset_Map
#======================================

class Spriteset_Map
 # Make Range Definiton available in the Sprite_Map class
 include Update_Range

 #--------------------------------------------------------------------------
 # * Frame Update - Full Redefinition
 #--------------------------------------------------------------------------
 def update
 if @panorama_name != $game_map.panorama_name or
    @panorama_hue != $game_map.panorama_hue
     # Set the Values
   @panorama_name = $game_map.panorama_name
   @panorama_hue = $game_map.panorama_hue
   if @panorama.bitmap != nil
   @panorama.bitmap.dispose
   @panorama.bitmap = nil
   end
   if @panorama_name != ""
   @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
   end
   Graphics.frame_reset
 end
 if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
   @fog_name = $game_map.fog_name
   @fog_hue = $game_map.fog_hue
   if @fog.bitmap != nil
   @fog.bitmap.dispose
   @fog.bitmap = nil
   end
   if @fog_name != ""
   @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
   end
   Graphics.frame_reset
 end
 @tilemap.ox = $game_map.display_x / 4
 @tilemap.oy = $game_map.display_y / 4
 @tilemap.update
 @panorama.ox = $game_map.display_x / 8
 @panorama.oy = $game_map.display_y / 8
 @fog.zoom_x = $game_map.fog_zoom / 100.0
 @fog.zoom_y = $game_map.fog_zoom / 100.0
 @fog.opacity = $game_map.fog_opacity
 @fog.blend_type = $game_map.fog_blend_type
 @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
 @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
 @fog.tone = $game_map.fog_tone
 
 
 
   # This is the Sprite Anti Lag Code
 for sprite in @character_sprites
   if sprite.character.is_a?(Game_Event)
     # If Event is Auto, Parallel, Set to Always Update (/al_update) or In Range
   if sprite.character.trigger == 3 or sprite.character.trigger == 4 or
          sprite.character.lag_include or
          in_range?(sprite.character)
         # Update the Sprite
     sprite.update
         # If you have other code to run, allow this part to run first, then
         # run other parts of scripts here inside of the conditional branch.        
   end
     # Not an Event, thus, Player, so always update the Players Sprite
   else
       # Update the Sprite
   sprite.update
   end
 end
   # End Sprite Anti Lag Code
 
 
 
 @weather.type = $game_screen.weather_type
 @weather.max = $game_screen.weather_max
 @weather.ox = $game_map.display_x / 4
   @weather.oy = $game_map.display_y / 4
 @weather.update
 for sprite in @picture_sprites
   sprite.update
 end
 @timer_sprite.update
 @viewport1.tone = $game_screen.tone
 @viewport1.ox = $game_screen.shake
 @viewport3.color = $game_screen.flash_color
 @viewport1.update
 @viewport3.update
 end
end

class Interpreter
 #--------------------------------------------------------------------------
 # * Set Move Route Alias
 #--------------------------------------------------------------------------

 # Check for Method Existence
 unless self.method_defined?('anti_lag_command_209')
   # Create an Alias
   alias anti_lag_command_209 command_209
 end

 #--------------------------------------------------------------------------
 # * Set Move Route
 #--------------------------------------------------------------------------

 # This forces Events that are being applied a Set Move Route to ALWAYS
 #  be updated.  Prevents Events that are set to Move On Screen from
 #  being able to Move.  They cant move without being updated first.

 def command_209
   # Run the Original
   anti_lag_command_209
   # Get character
   character = get_character(@parameters[0])
   # If no character exists
   if character == nil or character.is_a?(Game_Player)
     # Continue
     return true
   end
   # Set @lag_include Flag
   character.lag_include = true
 end
end

class Game_Event < Game_Character
 attr_accessor :lag_include  # Always Updates

 # Check for Method Existence
 unless self.method_defined?('anti_lag_initialize')
   # Create an Alias
   alias anti_lag_initialize initialize
 end

 #----------------------------------------------------------------------------
 #  * Initialize the Map
 #----------------------------------------------------------------------------

 def initialize(map_id, event, *args)
   # Run the Original
   anti_lag_initialize(map_id, event, *args)
   # Check for Events with \al_update
   check_name_tags(event)  
 end

 #----------------------------------------------------------------------------
 #  * Check Each Event for Special Name Tags: \al_update, \off_map
 #----------------------------------------------------------------------------

 def check_name_tags(event)
   # Check each Event's Name to see if it has \al_update
   event.name.gsub(/\\al_update/i) {@lag_include = true}
 end

end
Reply }


Messages In This Thread
Game Performance - by Mel - 11-03-2016, 12:10 PM
RE: Game Performance - by BeJeremiah - 11-04-2016, 01:24 AM
RE: Game Performance - by Mel - 11-05-2016, 12:41 AM
RE: Game Performance - by Mel - 11-17-2016, 01:17 AM
RE: Game Performance - by DerVVulfman - 11-17-2016, 04:16 AM
RE: Game Performance - by finalholylight - 11-17-2016, 05:33 AM
RE: Game Performance - by Mel - 11-17-2016, 01:12 PM
RE: Game Performance - by finalholylight - 11-17-2016, 03:50 PM
RE: Game Performance - by Mel - 11-17-2016, 05:25 PM
RE: Game Performance - by DerVVulfman - 11-17-2016, 08:46 PM
RE: Game Performance - by Mel - 11-17-2016, 10:32 PM
RE: Game Performance - by DerVVulfman - 11-20-2016, 04:56 PM
RE: Game Performance - by Mel - 11-21-2016, 09:22 PM
RE: Game Performance - by finalholylight - 11-22-2016, 04:44 AM
RE: Game Performance - by Mel - 11-22-2016, 05:11 PM
RE: Game Performance - by DerVVulfman - 11-22-2016, 09:17 PM
RE: Game Performance - by Mel - 11-22-2016, 10:42 PM
RE: Game Performance - by DerVVulfman - 11-23-2016, 04:41 AM
RE: Game Performance - by Mel - 11-23-2016, 04:50 PM
RE: Game Performance - by DerVVulfman - 11-23-2016, 06:18 PM
RE: Game Performance - by Mel - 11-23-2016, 06:41 PM
RE: Game Performance - by finalholylight - 11-24-2016, 03:42 AM

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