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



