what in the world are you doing with your pictures? I've created flashing lights, animations, and TV noise in MV with pictures with no problems. Granted, I got it at launch and there have been a lot of patches and updates since.Įr. Hahahaha, MV is actually the first RPGmaker I seriously thought about requesting a refund for. Those anti-lag scripts are for maps with lots of events, not parallel process events, per se. This was such a problem in VXA numerous anti lag scripts exist yet there are none for MV, at least so popular on the 1st page of search.
How many variables was your code tracking? I'm kind of curious now and I want to test this out for myself. Hmm, if it's just checking for variables then there's no reason why you should have any performance issues. I also evented a skill tree that would freeze and just had a ton of problems.
I made an HUD and if a variable updated, the HUD screen would in my game. But that's not really a problem, it can be fixed by preloading the pictures. It's possible you may just need a preloader? If you have a lot of pictures in your game, they may cause lag when trying to load instantly on a new map. I have an HUD that is always on my map with no problems. I don't like to say that opinions are wrong, but you are lying to yourself if you refuse to admit that MV didn't improve upon VXA in almost every way.Įr. There is no reason to use VXA anymore, unless you want it cheaper or for some reason want a lower resolution game. No previous maker did this, and if you did do this in VXA or below you would break the EULA for the engine.
The GPU usage is what improved upon PP eventing.
MV relies on the GPU compared to VXA relying on CPU. Javascript is faster and an improvement upon Ruby. There is a lot of evidence that MV runs much better than VXA, don't ignore this. When I evented these same systems in MV I had no problems at all.