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RPG MAKER- PC REQUIREMENTS

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Hey there dudes/dudettes-

I was wondering, using RPG maker VX as the context, should there be a limit as to how much of PC resources you can use? In terms of CPU and RAM- since RPG doesn't really use the GPU.

Reason why I'm asking is because on the game I'm developing, I'm using HD like animations, and the way animations are processed in RPG, the file sizes tend to be 1600x4800 across spanning 50~100 frames, having at least 4 playing on RPG maker at the same time. (Playing in RPG at a rate of 30FPS). So this tends to used up at around 400~500MB of RAM total.

Although PC specifications nowadays have RAM sizes of 2GB or more, I can't help but wonder if I'm starting to use too much :<.

LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I think RPG Maker games are low enough quality already without arbitrarily making them even worse for the sake of 15 year old computers. Keep doing what you're doing.
4 players playing at the same time in an RPG maker game? I want to play that.
I dunno. I've had performance issues doing less intensive stuff than you're doing, on a computer that is 6 years old. Best thing would be to make a prototype and have it tested on a few different computers before committing.
author=Biggamefreak
4 players playing at the same time in an RPG maker game? I want to play that.


By playing I meant animation frame processing D:...not actual players; like having 4 animations playing at the same time on the same sprite.

author=flowerthief
I dunno. I've had performance issues doing less intensive stuff than you're doing, on a computer that is 6 years old. Best thing would be to make a prototype and have it tested on a few different computers before committing.


Yes ,I guess I could open up a virtual machine box running on low specs and try out performance issues there.
author=Cuauhtemoc
By playing I meant animation frame processing D:...not actual players; like having 4 animations playing at the same time on the same sprite.


Oh alright. I hope you will make a graphically amazing game.
KingArthur
( ̄▽ ̄)ノ De-facto operator of the unofficial RMN IRC channel.
1217
author=Cuauhtemoc
Yes, I guess I could open up a virtual machine box running on low specs and try out performance issues there.

It works in theory but this wouldn't work past that, VMs rely on software emulation for pretty much everything (with some possible hardware-based emulation) so they are useless as far as proper benchmarking goes.
chana
(Socrates would certainly not contadict me!)
1584
In other words they "borrow" the computer's hardware, is that right? if so, that's what I thought.
KingArthur
( ̄▽ ̄)ノ De-facto operator of the unofficial RMN IRC channel.
1217
author=chana
In other words they "borrow" the computer's hardware, is that right? if so, that's what I thought.

Basically, the virtual machine is a software translator that stands in-between the software and (virtual) hardware running inside the virtual machine and your real physical OS and hardware outside of it. The virtual machine "translates" what the software and "hardware" inside the virtual machine are saying into a form that your real OS and hardware can understand and safely run. The efficiency loss that throws benchmarks off results from this "translation" process since, obviously, there is a mediator between the software and the hardware not found in usual settings (usually it's just your OS).

Consequently, any benchmarkings using a VM would be mildly inaccurate at best and completely useless at worst. VMs are awesome for sandboxing and/or running a myriad of things like legacy or experimental software, but for performance benchmarkings you'd be barking up the wrong tree.
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