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Thread: MMF2's speed.

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    MMF2's speed.

    Now, I do know that MMF2 is faster than MMF1, but I really have to say that, so far, with every [#$%!$] game project I've started, I've had speed issues within the first frame of the game EVERY TIME.

    With MMF1 I never had any speed issues until I made something like a very large frame. But with MMF2 it's really ridiculous. My first project had scrolling in a top-view persepctive and it could have slowdown occasionally. That kinda turned me off and I got to making a new game, but then that slowed down tremendously within the first frame; this game a platformer.

    Now, I've started a new project again, this time it's more of an RPG, and it's one single frame without any scrolling, it's 640x480, the frame has no animated objects yet, no backgrounds, basically just the essentials for the engine so far.

    But guess what, I'm already having slowdowns. For the first two game projects I used layers and thought that they slowed down alot, and it was often true. This project has ONE layer, and yet it still slows down when I bring up a menu. It goes from 60 fps to 50, to be exact.

    The frame uses little active object rotation and scaling, both of which I'd assume wouldn't eat up speed, and I'm no sure it is that specifically.

    What I'm saying is, MMF2 can't seem to even be able to handle itself. I mean, all the new features are tacked on an old formula. The layers are rendered useless because of their slowdown, and I did encounter a problem when about 12 objects were resized to 2x at frame start. That is not good.

    Why even implement these features when your program can't even handle them beyond making crap puzzlers or something of the like? I mean, MMF1 didn't have any significant slowdown for me, but I can't even make half a move in MMF2, let alone touch the new features, before I see the framerate chopping or even slow down to slow motion.

    Why don't you put more effort into something more than the very, very basics? I don't have time to learn programming and I want to make one last dream game before I don't have time for that anymore, but I can't even get started.

    I'm just really angry because MMF2 is still so [#$%!$] limiting... you're still stuck in making it software rendered or whatever it is called, when DirectX is actually for GAMES.

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    Re: MMF2's speed.

    Is [#$%!$] even a swear?

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    Re: MMF2's speed.

    I don't know how you're having so many issues, unless you're using a computer with low system specs. I'm making a game, ArcaneTale. It already has 12 layers, very complex offline and online code, a ton of graphics, etc, and I get full framerate without any slow downs at all.

    You must be doing something wrong, make sure you have the latest build for MMF2 also.

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    Re: MMF2's speed.

    Konjak, try and post an example. There must be something specific you are doing. Maybe combining Vsync with machine independent speed.

    For info, my app runs at 1024*768, 16 bit with a large, constantly animating alpha channel character. Each frame uses at least 50MB. I took it into a school and they ran it on an old Windows 98 PC - much to my surprise, actually <img src="/center/images/graemlins/laugh.gif" alt="" />

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    Re: MMF2's speed.

    Well, woohoo, it still slows for me. I don't have any extra options because whenever I set on DirectX or Vsync the game gets even slower.

    All else I can think of is that I use fastloops, but I used them fine in MMF1.

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    Re: MMF2's speed.

    Post an example, it's the only way we can help. <img src="/center/images/graemlins/smile.gif" alt="" />

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    Re: MMF2's speed.

    Is 50 fps so bad?! Do all the Xbox 360 games run at 60 fps solid? Did any of the arcade games we all know and loved? Is not an actual movie in a theatre 24 fps?

    I find this 60 fps or the world is over idea very strange, yet all too common. I'll bet you 99 percent of all our favorite games were NOT 60 fps.

    just my 2 cents

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    Re: MMF2's speed.

    Hell, on the average computer videocard, games like Oblivion run at around 15 to 40fps, let alone 60.

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    Re: MMF2's speed.

    You could code change the framerate up or down at different points in your game. Worth a try.

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    Re: MMF2's speed.

    I can't change framerate during the game (considering it is changing its own framerate anyway), because you see it. Animations get slower. It's when I bring up a menu within the frame. I can't find the problem within the menu.

    If I really can't work through this I'll post an example.

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