Re: Backdrops and FPS issue
Actually, many small backdrops is better than large ones. Try updating to the newest build.
Re: Backdrops and FPS issue
That didn't help at all unfortunately.
Re: Backdrops and FPS issue
Try the Background Images object?
Re: Backdrops and FPS issue
Background Images does not seem to be working correctly. That or I'm using it very wrong.
It appears blank no matter what I do, but the collisions still work properly.
Re: Backdrops and FPS issue
background images will do exactly what you want.
Re: Backdrops and FPS issue
I am at a loss. No matter what I do, I can not get it to work properly under HWA. I can use it on Standard MMF2, but that pretty breaks many events that use HWA. Even then the FPS dropped even further with that many Background images.
Re: Backdrops and FPS issue
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I'm wondering if it was wise of me to use such small tiles?
You should use 32x32 backdrops instead, if possible, that will divide your number of objects by 4.
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I'm using MMF2 Standard R249 HWA.
Why don't you use the build 251? I hope that at least you use the latest version of the build 249 because there were numerous beta versions and the first beta versions were slower and had some bugs. You can download the build 251 from the HWA forum.
Re: Backdrops and FPS issue
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Originally Posted by Yves
You should use 32x32 backdrops instead, if possible, that will divide your number of objects by 4.
Why does that matter though, if they're backdrops? If MMF2 uses the same image cache for identical objects, then wouldn't having more smaller objects be more efficient?
Re: Backdrops and FPS issue
Quote:
Originally Posted by Yves
Why don't you use the build 251? I hope that at least you use the latest version of the build 249 because there were numerous beta versions and the first beta versions were slower and had some bugs. You can download the build 251 from the HWA forum.
As Jacob suggested earlier, I've already updated to 251. It didn't change anything as far as I can tell.
Re: Backdrops and FPS issue
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Why does that matter though, if they're backdrops? If MMF2 uses the same image cache for identical objects, then wouldn't having more smaller objects be more efficient?
It depends. More objects = more CPU time for scanning the objects, testing their position, adding them to the display list, etc.
Re: Backdrops and FPS issue
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Originally Posted by GameDragon
I am at a loss. No matter what I do, I can not get it to work properly under HWA. I can use it on Standard MMF2, but that pretty breaks many events that use HWA. Even then the FPS dropped even further with that many Background images.
Oh, Background Images isnt HWA compatible.
Re: Backdrops and FPS issue
Ah I see. So does anyone have anymore solutions?
Disabling "Background collisions out of window" makes a huge difference, but of course this creates issues for moving objects.
Re: Backdrops and FPS issue
Could you also disable the moving objects?
Re: Backdrops and FPS issue
Do you mean through runtime options or events?
Actually, messing with the runtime for a couple of objects helped my issue quite a bit. Frame rate still isn't where it was before, but it's defintely an improvement. I'll keep playing around.
Re: Backdrops and FPS issue
Disabling background collisions seems to be my only choice atm, but I can't figure out why it breaks the "paste into background" action. Anyone know why that is?
Re: Backdrops and FPS issue
Try "add backdrop" and see what happens regarding that.
Marv
Re: Backdrops and FPS issue
No difference as far as I can tell unfortunately.
Hopefully this is a good example of one of the problem I'm having. I've tried recreating the problem in a new application but it just wouldn't happen.
This is what I get with "background collisions out of window" on:
http://i.imgur.com/hLpxV.gif
And when it's off:
http://i.imgur.com/eEhry.gif