Resources Consumption Meter
#3
There is no script per-say to rate others. The issue with game lag, how fast maps and systems update, cannot be traced by a single script or tool. It would require the script/tool to be able to go through the Script Database (or Scripts.rxdata) file and watch every instance of the Graphics.Update system being slowed down... and by which script and what is preventing. That is likely not going to happen.

However, knowing the scripts themselves helps.

HUD scripts, if well written, offer little lag. They would have timers to only test for changes in displayed data every 1/2 a second, second or whatnot. If such a HUD doesn't, then it would try to update the display every graphics update and would begin to cause lag.

As Kyonides stated, an extreme number of events may cause lag. However, the use of an anti-lag script tends to reduce that drastically. The premise is that the default map system tests every event on the entire map while an anti-lag system overrides that mechanic.

Knowing is key so... Anti-Lag scripts will instead update only those the events within an area covering the 20x15 tile area the player sees (and maybe a 2-tile buffer around). Some anti-lags even allow custom flags on events to determine if they may update outside the area (like a required parallel process event), or refuse to update graphics updates that slow them down. Events run two processes, graphic updates and map behavioral updates.

Rewrites of the hidden classes, replacing that stored primarily within the RGSSXXXX.dll, tends to slow things down. This especially with rewrites of the hidden Window, Plane or Tilemap classes or the like. Its not just that you are rewriting an existing class, but replacing compiled Ruby code with a scripted Rubyscript code (compiled machine language in the dll is always faster). Ruby and Rubyscript are basically the same, but 'scripting' versions (like javascript instead of java) are slower as they are executed from an outside executable.

Decently written ones may knock down only 1 frame in speed. But it depends on the script, and usage. Of note, Mode7 scripts tends to 'supercede' the Tilemap class by storing the entire map within a bitmap in memory. But then it must deal with the maximum bitmap size for RPGMaker... 500x500 maps exceed that.

Menu systems should 'not' cause lag. However, the Moghunter meuns (PRETTY AS THEY ARE) are a bit slow and laggy. You may have seen I did rewrites to try and cut down lag.

In general, it is a case of how often each script demands graphics to be updated by RPGMaker. If you have a script that changes content within just the Game, that shouldn't lag. If it changes content in the Window classes, it should be made to only refresh window contents when it changes... redrawing takes time. And if it updates the Scene classes, you need limiters there too.

Otherwise, hitting [F2] when running the game from the Editor (aka debug mode) is your only way to see if the framerate decreases.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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Messages In This Thread
Resources Consumption Meter - by Whisper - 05-27-2023, 01:26 AM
RE: Resources Consumption Meter - by kyonides - 05-27-2023, 01:59 AM
RE: Resources Consumption Meter - by DerVVulfman - 05-27-2023, 04:52 AM
RE: Resources Consumption Meter - by Kain Nobel - 05-27-2023, 08:59 AM
RE: Resources Consumption Meter - by Whisper - 05-27-2023, 10:17 PM
RE: Resources Consumption Meter - by kyonides - 05-27-2023, 10:43 PM
RE: Resources Consumption Meter - by Whisper - 05-29-2023, 03:51 PM

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