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Fangames => Game Design => Topic started by: l3agu32 on April 05, 2016, 01:06:08 PM

Title: How large can a room be without creating problems like lag?
Post by: l3agu32 on April 05, 2016, 01:06:08 PM
If I want to make a room with a lot of screens, how many screens or pixels is the limit until the game starts to have any problem like lag? For instance, is a room sized 3200 x 2432 pixels (16 screens) risky? Thank you!
Title: Re: How large can a room be without creating problems like lag?
Post by: WetWookie on April 05, 2016, 01:20:17 PM
I think it's less an issue of room size and more an issue of objects and are those objects running step events or alarms so it depends on what you're putting in the room. You an always give it a shot and check the fps to see how it's holding up.

httpss://docs.yoyogames.com/source/dadiospice/002_reference/debugging/fps_real.html
Title: Re: How large can a room be without creating problems like lag?
Post by: L4Vo5 on April 05, 2016, 05:51:44 PM
tip : When debugging, you should probably lower the process priority of the game or something, to simulate computers worse than yours
Title: Re: How large can a room be without creating problems like lag?
Post by: l3agu32 on April 07, 2016, 03:39:18 PM
Does the real fps need to be at least 50 to be considered good?
Title: Re: How large can a room be without creating problems like lag?
Post by: WetWookie on April 07, 2016, 04:39:53 PM
Yes. The FPS should equal the room speed (50 for fangames). If it dips below that you have a problem.
Title: Re: How large can a room be without creating problems like lag?
Post by: l3agu32 on April 07, 2016, 09:53:36 PM
Thanks, guys.