![]() The viewport is only dependent on the screen size and mostly identical for both cases, so let's ignore that for now.īut how is the rest of the map stored? It always needs to be completely in memory for the map to work, and that uses RAM.Ī single tile of a tiled map uses one number for each layer ("Place tile number # here"). In both cases (parallax and tiled) you have a viewport of what you can see and the map storage itself. However, from experience I can say that is a very tedious thing to get some mathematics on the difference. But they increase map transition lag, because they use a ton of CPU resources, especially in larger numbers (of hundreds).Įssentially the best way to optimize the MV engine would be to make the loading asynchronous with a smart preloader. Then they notice the pointers are empty, so they will load new assets without releasing the previous pointers, essentially resulting in memory leak that will ultimately lead to a crash).ĭoodads are a nice solution. They will preload the assets you will ask them to (However, they are constructed in such a way that when the garbage collector flushes the images, the empty pointers will remain. TDDP preload manager and SRD's preloader core sacrifice RAM for CPU too. Nevertheless, too much can lead to crashes. ![]() Parallax mapping sacrifices RAM for CPU power, because you don't have to render and handle X objects. MV loads resources on demand, so it sacrifices CPU for RAM, but ultimately results in lag. You have to remember that you cannot optimize the game for every situation.
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