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Straw Poll Regarding World Map Performance

  • UPRC
  • 12/28/2017 02:21 PM
  • 4483 views
I need to determine what is going on here with the game's world map, and the specifications for VX Ace clearly do state that the minimum processor power required is 2.0 GHz. I know that one person who is experiencing constant issues with the world map has 1.8 GHz. We need to remember that computers are machines, they will work within whatever constraints they are designed to work within. 1.8 is still below the required 2.0, so it could be one of the leading factors here. I run 4.0 and have zero issues with the world map, and I know that most players aren't having any of these world map issues. It's a minority, and I really want to gather some data from people experiencing issues to figure out what the root cause is.

I do know that removing parallel process events from the world map fixes these issues, but that removes vital functionality from the game and allows weird things to occur (such as Winter being able to enter towns). If I recall correctly, I remember reading once that VX Ace handles parallel process events differently from, say, RPG Maker 2003 (which would explain why the world maps in the first Blackmoon Prophecy ran fine even with several events running).

Anyway, I threw together this little Straw Poll just to start somewhere, anywhere. The reason for these black screens and such needs to be figured out so that the small minority of players who suffer from them can maybe download a fix/work-around whenever I'm pretty confident that I know what's going on. All I'm able to rule out is that the events themselves on the world map are sound since many people experience no issues with them. Anyway, here's the poll. Please take the time to vote, as it should help me figure out what I can do to try and resolve this black screen issue.

Poll Link: http://www.strawpoll.me/14712875

If you unsure how to check how much GHz your processor is, right click Computer on your desktop, go to properties, and check under the system header for your processor speed.

Posts

Pages: 1
I have between 2.0 and 4.0 GHz and the world map is running just fine so far. (2.4 GHz to be precise) Given that I didn't play very much yet the data from that may be unreliable but I didn't experience any issues with the world map yet. (I played for about an hour and defeated my first esper and didn't even collect the reward for that yet... spent the time grinding... xD)
I've 2.20GHz and it's laggy, but most of the time I'm grinding in dungeons and not really using the world map for grinding, so my time on it is very limited but it -is- very laggy. The recent patchwork helped stabilize it a little but it still lags a bit. Not so much while on Winter, but while on foot.
3.5Ghz here and runs as smooth as butter for me. What I'm curious about is that the first commenter said that their world map is running fine so far on 2.4Ghz, yet Punk_Kricket is running at 2.20Ghz and it's very laggy for them. I wonder if a difference in whether a computer has AMD or Intel might be at work here? Or if a machine needs to have at least a quad-core processor to have no lag? Just throwing out some suggestions, because a difference of .4Ghz doesn't seem like a whole hell of a lot.
author=Sphere
3.5Ghz here and runs as smooth as butter for me. What I'm curious about is that the first commenter said that their world map is running fine so far on 2.4Ghz, yet Punk_Kricket is running at 2.20Ghz and it's very laggy for them. I wonder if a difference in whether a computer has AMD or Intel might be at work here? Or if a machine needs to have at least a quad-core processor to have no lag? Just throwing out some suggestions, because a difference of .4Ghz doesn't seem like a whole hell of a lot.


To get a good idea of the cutoff for map lag, you'd probably need to ask people exactly what CPU they have. Just as an example, a person with a 2.4ghz CPU could be using a laptop made within the past few years with an i5, and a 2.2ghz person could be rocking a 14 year old Pentium 4. Obviously there's gonna be a huge difference in the performance of CPUs made 10 years apart. Number of cores doesn't matter too much for RM as it only really uses 1 thread anyway.

I have found in my own experience that a lot of people who play RM games are using very old computers. Not everyone of course, but I've had a lot of people who messaged me or posted on my game's page about it running poorly, and the problem was ultimately that they were using PCs from the early to mid 2000s that could run simple games well, but start having problems with games with a lot of events, complex battle systems, and so on. I tried my best to reduce lag and streamline stuff but there's only so much you can do without starting to strip the game of features. This isn't a slam against people with old computers, if you can't afford a newer PC you gotta make due with what you have. Just sucks to have people who want to play but just flat out can't run your game well no matter what you do. =(

All that said, it sounds like UPRC has a handle on things, but I'd be happy to take a look and see if I could help out any as well (I was about to suggest Theo's Anti-lag, it's great, but it looks like it's going to be coming in the next version).

As for myself, I haven't played too much yet but everything's smooth for me on both my main and secondary PCs. My main is an overclocked 8700k so of course it's gonna run well, but my secondary is an 8 year old Phenom II x4 @ 4ghz, and it runs great on that.
UPRC
Exciting, but ultimately pointless.
7380
author=RydiaMist
All that said, it sounds like UPRC has a handle on things, but I'd be happy to take a look and see if I could help out any as well (I was about to suggest Theo's Anti-lag, it's great, but it looks like it's going to be coming in the next version).


That would be pretty awesome if you'd care to! I'm not touching the script file anymore since everything's more or less fine in there, but here it is if you're interested in examining anything: http://www.walagata.com/w/uprc/Scripts.rvdata2
running on 2.2Ghz laptop here, using the old map gave me a massive lag. But using the new map fixed the problem. There's still a slight lag, but it's probably because of the map size.
My specs, if it helps:

Intel core i3-2328M
CPU 2.20GHz
Ram: 4G (with 3.88 usable)
64-Bit Operating System and x64 based processor

Computer's only a few years old, and it's likely poorly optimized because of my laziness. What's odd is this is the first time I've had world map lag on any RPGmaker game, and I've a good amount on my computer. Granted, the lag doesn't really break the enjoyment as I tend to only travel on it but grind in dungeons, so...but it's not as laggy when on Winter, which I still can't figure out.
My laptop specs

AMD Phenom II N620 Dual Core Processor 2.8GHz(x64)
GPU: ATI Mobility Radeon HD 4200 Series
Ram: 8G (with 7.74 usable)
64-Bit Windows 7 Operating System

No other programs are running while I play and everything is up to date(RTP, java, flash, visual studio, etc), yet the map is very laggy. I initially was getting a black screen and what was effectively a frozen unplayable game and the map fix you released seemed to help a small amount, but not enough. Then I started sleuthing and went into my power options and changed the system cooling policy within the processor power management section from passive to active and this made the game playable. Playable, but not ideal. The world map is still a slow, laggy affair that seems to be running at around 50% what it should be, but at least it doesn't black screen anymore. Oh and sometimes the minimap will disappear and the key item won't bring it back, so I have no world map. Hopefully some of this might help.
So I had a look at the scripts. I checked for any errant undisposed objects or cache issues that could be causing slowdown and didn't find any. I also looked for any scripts that might be calling updates more than they needed to, and didn't find anything there either. So that means the problem with the world map is probably purely size and number of events.

So with that in mind, I went in and reconfigured the anti-lag script a bit and fixed a few things like that infinite looping mini-map popup that Housekeeping found. I can't really test the effect because my CPU is pretty high end, but I think lag should be reduced quite a bit now. I didn't notice anything misbehaving, but I'm not very far in the game so others will probably have to give their input. If people still lag, you might still have room to get a bit more aggressive with anti-lag, but I am worried that too much more might cause stuff to start breaking.

Here's the updated Scripts file:
https://rpgmaker.net/media/content/users/44057/locker/Scripts.rvdata2
I'm only running 1.90 GHz with 4 GB of RAM and I have little to no lag on the original world map. I only get slightly more lag when riding the chocobo, but that was to be expected. It is nowhere near the point of not being able to see each step made. I am also playing in fullscreen, so I am considering the worst case scenario.
UPRC
Exciting, but ultimately pointless.
7380
author=RydiaMist
So I had a look at the scripts. I checked for any errant undisposed objects or cache issues that could be causing slowdown and didn't find any. I also looked for any scripts that might be calling updates more than they needed to, and didn't find anything there either. So that means the problem with the world map is probably purely size and number of events.

So with that in mind, I went in and reconfigured the anti-lag script a bit and fixed a few things like that infinite looping mini-map popup that Housekeeping found. I can't really test the effect because my CPU is pretty high end, but I think lag should be reduced quite a bit now. I didn't notice anything misbehaving, but I'm not very far in the game so others will probably have to give their input. If people still lag, you might still have room to get a bit more aggressive with anti-lag, but I am worried that too much more might cause stuff to start breaking.

Here's the updated Scripts file:
https://rpgmaker.net/media/content/users/44057/locker/Scripts.rvdata2


Awesome, thanks for doing that! I'll be sure to include that in the next update.
I'm not sure if anyone is still looking into this, but if they are, here are some additional things to think about concerning processors.

Some multi-core processors have both an "all cores active" speed and a "one core active" speed. This Intel processor, for example, can run at 2.64 GHz single core, but only 1.60 GHz multi-core. Closing all unnecessary programs and processes would allow someone to tap the much higher single core speed.

According to what I read online, 64-bit processors are also better with multi-tasking than older 32-bit processors. So what else is running on the computer again could have a major performance impact.

Most newer processors (maybe all of them) have built-in graphics capabilities of varying degrees of quality. And a processor bus speed is also important for speed.

So there are a fair number of ways in which two people with similar GHz processors could have fairly different experiences playing the game.

EDIT: I downloaded the game and tried it out, and while 95% of the time I suffered no lag, I did occasionally face it in towns. I have an i7 2.6 GHz 64-bit with no GPU. It can run games like League of Legends on low settings at 60 FPS.
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