D
Dwighty4000
Guest
I have an adjustable function in my game, which can be used to increase or decrease the "room_speed".
This is to allow players to adjust their FPS rate, which works well if you have a fast computer.
But if someone now has a weak graphics card and is worth a room_speed because the graphics card cannot keep up, then the game will start to run as slowly as this YouTuber here who apparently has a slow graphics card and played my game ...
Does anyone have an idea what you could do so that the FPS behaves so that the graphics card does not try to work well over 100% and simply reduces the FPS to be reproduced in the game if the graphics card does not keep up?
Because if you try to control the FPS with room_speed, the game apparently forces the graphics card to simply continue over 100%, which is not possible and why the game then becomes even slower than if you set an FPS of "room_speed = 10; that itself could deliver an Intel HD ...
Does anyone have any idea what this could be and how to make the game only generate as much FPS as it can generate with its graphics card, because otherwise the whole events in the GML programming will be extremely delayed as you can in the video can see with the much too long dialogues and the slow running animations:
These slow movements and almost infinite dialogues and waiting times only occur if you have a room_speed because the graphics card cannot do justice, e.g. if you have a room_speed value of 60 but the graphics card can only generate a maximum of 40FPS without reaching 100% load in the task manager.
This is to allow players to adjust their FPS rate, which works well if you have a fast computer.
But if someone now has a weak graphics card and is worth a room_speed because the graphics card cannot keep up, then the game will start to run as slowly as this YouTuber here who apparently has a slow graphics card and played my game ...
Does anyone have an idea what you could do so that the FPS behaves so that the graphics card does not try to work well over 100% and simply reduces the FPS to be reproduced in the game if the graphics card does not keep up?
Because if you try to control the FPS with room_speed, the game apparently forces the graphics card to simply continue over 100%, which is not possible and why the game then becomes even slower than if you set an FPS of "room_speed = 10; that itself could deliver an Intel HD ...
Does anyone have any idea what this could be and how to make the game only generate as much FPS as it can generate with its graphics card, because otherwise the whole events in the GML programming will be extremely delayed as you can in the video can see with the much too long dialogues and the slow running animations:
These slow movements and almost infinite dialogues and waiting times only occur if you have a room_speed because the graphics card cannot do justice, e.g. if you have a room_speed value of 60 but the graphics card can only generate a maximum of 40FPS without reaching 100% load in the task manager.