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Thread: MMF2's speed.

  1. #11
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    Re: MMF2's speed.

    Ah Oblivion, the less said about the frame rate on that the better <img src="/center/images/graemlins/frown.gif" alt="" />

    What i would say is that Yves has done some great optimization to MMF since its release.. so make sure you have the lastest patches.

    I would say though that the one area where most can improve the speed of their games/programs is by the way something is coded. I mentioned in one post previously how the power of MMF is that it allows anyone to make things easily, because you can make it in various ways. Of course the downside of this is that two people can make the same game and program it totally different. One can be fast the other slow.

    So make sure you optimize your code.

    If you can post your first frame, perhaps then it might show up a problem.
    Jason

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    Re: MMF2's speed.

    I'm very aware of this, I always find the best way to a minimum of events. Even then, I haven't gotten to that many events yet.

    By the way, I'm making my game in a sort of forced "2x" view. The graphics are made like it is 320x240, because I don't have the energy to make giant sprites. First I had MMF2 make all these sprites 2x to save size and time, but that slowed down the game, even if it wasn't alot of objects, so I made them actually that size. That sometimes still slows the application for some reason.

    Anyway, if the game is actually 320x240 I don't have slowdown issues whatsoever, but then the problem is I want you to use the mouse within the game, and doing so in 320x240 fullscreen makes the mouse hyper-sensitive to motion, and hard to control.

    So if there was a way to adjust mouse sensitivity in-game it would solve everything...

  3. #13
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    Re: MMF2's speed.

    You could increase the framerate when you bring up the menu. Or you could switch off unnecessary event groups. Lots of possibilities.

    Are you using the standard menu, a popup or one of your own design?

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    Re: MMF2's speed.

    It's a menu I made, plus, read my previous post because I edited it.

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    Re: MMF2's speed.

    You can change the speed of the mouse with the Accessibility Wizard. Maybe an extension could tap into this.

    What objects did you make your menu out of?

  6. #16
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    Re: MMF2's speed.

    An example would still be helpful, but in absence of that here's some common things to check. You may know this already but these are some things I have found...

    * If you have DirectX mode don't use ink effects. Put in standard mode if you want to do that.

    * What colour depth is your Windows desktop and for applications? Some graphics cards can have a problem with some modes and even video displays that can contribute to poorer performance.

    * Don't use machine independent speed with vsync (can appear choppy at times)

    * I find vysnc and DirectX (with no ink effects or semi-transparencies) and a slightly higher refresh rate than the standard for the res you are targetting can help improve the appearance of performance (smoother). Eg: 640x480 full screen (change res) at 70fps +vysnc (the monitor refresh rate is normally 60hz unless you override this in your graphic driver control panel).

    * if you use real time scaling and / or rotations, MMF has to do more work to transform it.

    * each layer that changes would mean MMF2 has to do more work, so plan your use of layers rather carefully. Lots of layers are fine too - if they are not changing too much.

    * Are you watching a lot of stuff in the debugger? In jamagic, it can be a bit of a load on the game running to monitor lots of objects and properties. I tend to only turn it on when I want to debug something... worth a try in MMF2 too.

    * You got your drivers up to date?

    What's your pc set up out of interest (I assume your not running on a P166 with a Kelvin 64 on a VESA local bus? - like one of my old PC's <img src="/center/images/graemlins/wink.gif" alt="" />)
    Andy H @ ovine.net
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    Ovine's games: http://www.ovine.net

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    Re: MMF2's speed.

    The only stuff you listed would be I have 16 million colors on and I use real time scaling and rotation, but very little so far.

    No layers at all.

    Anyway, I have created a work-around. I made the game 320x240 and all the sprites the sizes for it, then had Window Control make the application 2x, which apparently is faster, because it doesn't slow from using 60fps now.

    Only downside now is that bar counters aren't as precise, but oh well.

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    Re: MMF2's speed.

    I'm kind of baffled with what's going on <img src="/center/images/graemlins/laugh.gif" alt="" /> The character I'm moving around, resizing for fake 3D, checking for overlapping, checking for within different zones and animating at the same time - is 250*200 pixels. So it's almost as big as your window, and it moves against a 1024*768 detailed background. And it maintains a framerate of 68-70 fps <img src="/center/images/graemlins/smile.gif" alt="" />

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    Re: MMF2's speed.

    My window was 640x480.

  10. #20
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    Re: MMF2's speed.

    If ya post an example, let's see how it performs on other computers. If it is a common problem, would at least allow CT to look in to it. But like Sarah, I have yet to see the problems you are having. I'n not tested on anything slower than an athlon 1900 yet. I've a PIII-450 I can try it on too.
    Andy H @ ovine.net
    Awful Jokes - a new cartoon every day: http://awful.ovine.net/
    Ovine's games: http://www.ovine.net

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