Post new topic    
Metal Slime
Send private message
Does using every map layer make game.exe chug? 
 PostMon Oct 27, 2014 6:43 pm
Send private message Reply with quote
As I'm doing more map design, I'm realizing that in order to do certain things like having overhead tree layers that overlap eachother, it might be in my best interests to use every available layer for more map design flexibility. Especially since I'll be using a cutaway view script for indoors/outdoors.

So my question is, does having every map layer being used at once cause any slowdown or FPS drops? I'm a little concerned about this, especially if there were an Android port made and someone was running the game on a lower end phone.
Metal Slime
Send private message
 
 PostMon Oct 27, 2014 6:56 pm
Send private message Reply with quote
I've never noticed any slowdown caused by every map layer being used, no. A few of the later maps in Okédoké used every layer in order to have several layers of pipes coming out of the walls and overlapping each other, and this area never seemed to run any slower than previous less-layer-heavy maps to me.

I'm not 100% sure, though--it may make a difference on much slower computers/low-end phones.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Metal Slime
Send private message
 
 PostMon Oct 27, 2014 7:10 pm
Send private message Reply with quote
FnrrfYgmSchnish wrote:

I'm not 100% sure, though--it may make a difference on much slower computers/low-end phones.


Yeah, that's what I'm afraid of. I'm not even sure how low a CPU clock and RAM amount it would take to cause potential slowdown with the current game.exe and under what circumstances.
Liquid Metal King Slime
Send private message
 
 PostMon Oct 27, 2014 7:12 pm
Send private message Reply with quote
No, I would not expect any slow down on a huge map with all 7 layers.

And it should be easy to test this on your own computer. Just make a giant map, and flood-fill all the layers with garbage tiles.
Metal Slime
Send private message
 
 PostMon Oct 27, 2014 7:19 pm
Send private message Reply with quote
I'll give that a shot, though my computer has a 3.2 Ghz i5 with 8GB RAM so I don't expect I'd get any potential slowdown on it. But I'll take your word that map layers won't cause any potential performance hits. Thanks!
Metal King Slime
Send private message
 
 PostTue Oct 28, 2014 6:31 am
Send private message Reply with quote
I'll chime in as well to say that there's no slowdown. All of my maps, even the really big ones, use all 8 layers, and each one tends to be filled with stuff. No slowdown ever noticed.
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Metal King Slime
Send private message
 
 PostTue Oct 28, 2014 6:44 am
Send private message Reply with quote
It doesn't make any difference what size the map is. Using all map layers will not be a problem on any computer. I timed it and found that on my computer you would need to use about 550 map layers before the game would slow down. And that's assuming all map layers are totally full: tile 0 (transparent) isn't drawn. Even the slowest Android phone ever made isn't going to have a CPU 70 times slower than mine. Also, we don't even use hardware accelerated graphics, or even properly optimised CPU blitting routines. (It seems that our transparent blitting routine is taking 5 cpu cycles per pixel, which is very slow)
Meat, Cheese, and Silicon
Send private message
 
 PostTue Oct 28, 2014 2:35 pm
Send private message Reply with quote
I have a really cruddy phone. If you send me a huge map full of garbage tiles, I could run it with game.apk and finally put this discussion to rest.
Sent from my iPhone
Display posts from previous: