Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

RPG MAKER 3D and low FPS

A topic by Edilsinhozinho created 50 days ago Views: 173 Replies: 3
Viewing posts 1 to 4

I'm on a big search to find out the reason for the low FPS on other computers in the 3D maps of the RPG MAKER MV 3D pluginI was worried about this, I did a lot of research on how to improve this and nothing, I updated everything I had, and even so, my game on my friend's computer was like this

https://drive.google.com/file/d/1V-XmdL7XtvsdDB_4mQuCJ0S5Qez5lefO/view

The only thing that gave me a shred of hope was this test I did on a small map where the FPS remained constant, so my idea is to reduce the size of the maps 

https://drive.google.com/file/d/1GaMBiSJjmO1qh6qJwLf78-K1MK7oR_OP/view?usp=shari...

Does anyone have any alternatives for improving the performance of the 3D maps? My game is more than 70% programmed and this low performance has left me very discouraged. :asad::(
Moderator moved this topic to General Development
Moderator(+1)

(moved to the right category)

(+1)

Since i was scrolling a bit through and you have no answer yet, let me leave some hints.

First, it might be wise to share more remarks on your issue. i see some google drive links there, but i will not check them out, out of security reasons. So describe your issue in more detail and somebody with actual knowledge might be able to help you.

I have no knowledge about RPG Maker or your add on. So i will give just some general advice.

In my experience the best you can do with performance issues is to benchmark them and double check what you were measuring. You mentioned that the performance gets better on smaller maps. Did you try something more, like f.e. there is only one tile. Did you disable all events and loading new elements to check the idle time? Are you familiar with certain techniques, like out of view means disabled for rendering. Did you load every tile again and again instead of resource sharing? Since i have no insight in your code, there are many places where things can go wrong. So with a benchmark you get a good idea where your issue is. As i mentioned double check what you were benchmarking, as it can happen, there is something else influencing your benchmark (in my case writing the logs to console during measuring was bad).

Also checkout tutorials how they do stuff, they might give you an idea how to do something different and with a new benchmark you can see if it helps you or not. I found f.e. 

at 1:38 he makes remarks on performance. He also mentions later it uses RAM and CPU...well i hope in 2025 it actual uses gpu. I myself had to move from cpu to gpu as there was no way to get more out of my cpu. And it was not for a 3d game, but a 2d one. (to be fair i have no gaming pc ;) )

So i can not solve the issue for you, but i can at least give you some general direction. Dont let yourself be discouraged by it. See it as a challenge, that you will beat with enough willpower. Have fun.

Thank you very much, even though my problem has not been solved, hearing someone say it. To keep me from getting discouraged helps a lot, imagine that every game creator must go through small challenges. I think this is just one of many that I will and all of us as game creators will go through. I haven't found a solid solution for this, but I'm hopeful.


The content in the links are gameplays and videos. From my colleagues testing the game and showing me that the FPS on 3D maps is very low, from very small maps with nothing and no type of event on them to more complex events that are also low. My PC is very strong. So everything works very well on it, but on weaker P6s like on notebooks or even more precise ones. A little better ones also have cases of FPS drops on 3D maps.