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翻訳の問題を報告
I didn't notice any lag after start up - which might be the only lag you are seeing. When a Studio project first runs it has to cache everything, this isn't unique to Studio - almost every game does this and is one of the reasons for lengthy introductory and credits sequences.
After the initial load there was no additional lag.
Things of note though, are, your screen resolution is gigantic - so it's using more resources to keep it active. I predict this will be an increasing problem in the new generation of developers who start their "jumping box game" in 4k resolution.
Secondly, I have a kickass CPU so I might not notice any lag that others might. It's always helpful to run your projects on a Potato for compatibility purposes.
And as a slight minor bug... you can multifire your weapons when you hold multiple weapon buttons, allowing for turbo-torpedos. Also, when an enemy ship dies their explosion continues to rotate to face you.
I've literally stripped away everything except for the background image, the view that the player is set to, and the ability to move the player, that's it... No sound, no step events (other than the controls), no bullets, no particles, nothing... I still freaking get the lag! I don't understand, I would almost think it has something to do with a driver or something with how my pc renders gamemaker games or something, but other games run just fine.... So I really, really don't understand lol.
Article into to the profiler
https://www.yoyogames.com/tech_blog/56
On a positive note, I brought my game to work and tried it on my office computer which is incredibly slow and junky and the game ran just fine, no lag issues... which means it's gotta be my home pc, but that pc I'd pretty good and should be able to play the game without even the slightest lag.
4ghz 8 core amdfx
8gb ddr3 memory
2 radeon r9 270x (maybe crossfire enabled is the problem?)
Windows 8.1 64bit
What could be the issue here? I have all updated latest drivers for everything im sure.
One other thing I think it could be is your processor. From what I've read up, game maker only uses a single core/process thread which really chokes how much performance you can expect from it. My tower can handle game maker no problems but my gaming laptop struggles sometimes even when I just turn on 3d drawing and don't render anything.
This is ironic, I am actually just coming back here to post that I figured it out, and now I see that you have posted with the same thing I have come here to post. I had my room set to the default 30, but now that I have set it to 60 the game runs extremely smooth with no more stutters.
I still don't understand why I was seeing periodic lag. Sometimes it ran very smooth, so I don't see why that would fluctuate.
- Try to set your room speed to 120 or 240, and adapt your code for it, then the lags/"framerate drops" will disapear.
There is no logic reason to do it, but it works. I've a 960gtx and a i7 4Ghz, and my tiny 2d games in gamemaker have lags every 5-10 seconds, a big hard juicy lag very frustrating, and in gamemaker only when the speed is set to 60.
2 more things to know :
- you can set it even at 1920 fps (just be sure to set at a multiple of 60, so 240, 960, etc, why ? why not!), but your processor will work harder (i mean really) and can cause some bugs if you try 1920fps on a 2Ghz processor i presume.
- and you can change the speed in your code via the variable "room_speed = 120;", so you can change it in game via an option or a simple key.