No - it's caused by Windows. I have a setting that it can change the colour of my headers etc. the drop in frame rate seems to coincide with that - actually any interaction with Windows drops it significantly - I just didn't notice that kind of drop in frame rate before.
Are you changing the color of headers once or repeatedly? That seems like the kind of thing that could slow an application down if it's done every frame but wouldn't have any impact if it was only called one time.
The colour change is built into windows themes / background images - Windows 10 does it depending on how often you've set your background image to change. I normally set it to once every 10 minutes - but every now and again I change the pictures and forget - then it tends to default back to once every minute (I think it's set per theme.) It's a Windows 10 feature and setting.
It also means that fps now give me odd results and I wouldn't be able to use it - because it goes up and down depending on what's happening with Windows and background tasks - rather than with what's happening with Fusion.
It also impacts on exporting the game - because to play in Window mode I always leave the heading on, so you can easily minimise / close the game. But if this colour change has such a significant impact on Fusion - then it could impact the game in the same way.
Why do Quick backgrounds with the Tile type still slow down FPS? (even with Direct3D 11 too)
Hi, I just found out about this:
CollisionMask(>Enter X coordinate<, >Enter Y coordinate<)
I see it detects obstacles as 1, ladders as 2... But no platform...
In the past I asked for a way to detect Platforms since Collision Mask condition only detects obstacle and ladders... For making custom movement engines without relying on actives...
Now that I found out about the expression, and how it can give a different value for obstacles and ladders, could you please guys make it also detects platforms?
Just the top of it, like 3 or 4 pixels, just like the physics movements detects it...