Fusion 2.5+ DLC Official pre and post-launch Thread

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  • By the way, does this refer to the editor (ie. loading/saving MFAs) or the runtime (eg. loading assets from EXE into RAM, saving savegame files)?

    It's referring to your application loading/saving in the editor.

    But there's also been runtime optimization. :)

    "saving save game files" is broad. You can save many different ways... like INI, Array, etc... How long that takes is really up to how much is being saved and how optimized you make your events. I don't think it's referring to that in any way. Just how long it takes your application to save/load in Fusion editor and also some optimization to how events are handled in the runtime.

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  • ... and also some optimization to how events are handled in the runtime.

    Is that something you know for sure? Runtime optimisations seem much more crucial and interesting to me than the speed of loading/saving mfas, which is perfectly adequate already in my opinion.

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  • Is that something you know for sure? Runtime optimisations seem much more crucial and interesting to me than the speed of loading/saving mfas, which is perfectly adequate already in my opinion.

    Look in the PDF file from the 1st post. and look at the screen shots... on 1 pic, you will find your answer.

  • oooooo! 2.5+ sound awesome! :D I've hadn't been on the forums for a while so I missed it.

    so might as well ask, if there's any chance of...

    1) pan sample panning being made available on iOS (as it's greyed out for some unknown reason)
    2) perspective object being ported to iOS (would also mean we could get an accurate conversion of FNAF XD)

    looking forward to this new version :D

  • Look in the PDF file from the 1st post. and look at the screen shots... on 1 pic, you will find your answer.

    Ah yes, I see it now: the "optimise events" checkbox in the last pic? Vague, but tantalising :)

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  • Ah yes, I see it now: the "optimise events" checkbox in the last pic? Vague, but tantalising :)

    Also this line:

    "A faster Windows runtime with optimized memory use and a DirectX 11 mode"

    :) It's faster

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  • Yes, but that line needn't relate to events per se. Dx11 mode would likely relate to draw calls on the gpu, which happens outside of events. Optimised memory use likewise probably refers to handling sprites and so forth, also independent of events.

    Both would make a game quicker without necessarily changing anything about how the events are processed. The events may well be faster in 2.5+, but we have only the vaguest suggestions of that to go on at the moment.

    Not a big deal either way though, because the events are pretty quick already in my opinion, and the GPU and RAM side of things are exactly where Fusion needed improvement, so it's great news that 2.5+ has addressed those areas.

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  • Don't know what the optimize events checkbock does exactly, probable it rearranges your conditions to skip intensive ones like collision checks if possible. If your events are already heavily optimized this option will likely not have a huge impact.
    For my project it gives me a gain of about + 10 to + 20 FPS (like 170 FPS vs 150 FPS without optimization checked).
    The screen drawing improvements DX11 vs DX9 are difficult to test right now. DX11 only supports windowed mode atm, real FS will be added in the process tho. Also, a lot of shaders are not ported to work with DX11 yet, so a real comparison is difficult as it will likely be most significant
    on higher resolutions and heavy shader usage. Also, my Win 10 machine forces Vsync atm, if I run DX11 mode, so I cannot unlock the framerate and compare to DX9.

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  • 150-->170 is pretty good for one checkbox!

    What about running in 2.5 vs 2.5+ (optimise events unchecked)? Is there any fps difference?

    Do you notice any visual difference with dx11, [MENTION=12521]Julian82[/MENTION]? More or less microstuttering, for example?

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  • @Please login to see this link. : I feel the rendering runs a bit smoother in both modes with 2.5plus. Cannot see a difference between DX9 and 11. Visible Microstuttering was already solved for me last year with the Win10 update 1803, it somehow changed the way apps are syncing. My measuring setup is not available atm, it died with the hard drive of my 8.1 machine Please login to see this picture.

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    Edited once, last by Simon: To remove comments in response to Volnaiskra (February 21, 2019 at 8:17 AM).

  • By advanced user, I mean people who aren't asking simple collision questions or are still afraid to learn what a loop is. Those people shouldn't be upset they aren't working with global or child events. But I also think there would be more backlash if Clickteam did what most companies do and force us to pay full price for some quality of life improvements every year or two. You know, the normal business model...

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  • Yeah, I know what you mean, think that won’t happen tho!

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  • 1) What is DLC?
    2) Is F2.5+ a upgrade or update?
    2) Is F2.5 at its end?

    1) Downloadable content, an 'add-on' or 'upgrade' - For example, the standard version of Fusion 2.5 has add-ons (DLC) for Android and iOS exporters
    2) 2.5+ is a paid upgrade/add-on - much like the Developer version or Android/iOS exporters, it's an upgrade that adds new functionality and expands existing functionality
    3) The developers have said they plan to support and provide updates for Fusion 2.5/+ beyond the release of F3 (which doesn't have a release date yet), and I plan to keep using it as well, so for me and many others it's not at its end.

  • I just found this post, didn't know a DLC to Fusion 2.5 was about to be released.
    I was wondering if Fusion 2.5+ will provide better runtime for iOS, Android and UWP/XboxOne exporter?
    I really need improved runtime to makes bigger projects in the futur and improve my actual games.

    Edited once, last by Simon (February 24, 2019 at 7:28 PM).

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