T
Timik
Guest
Hi,
I hope someone with experience on porting switch games with Game Maker Studio 2 can help me.
One of the tests that our publisher is doing in reviewing out Switch build is setting the FS access log to the SD card and simulating a slower SD card.
When simulating the slower SD card, the game takes 1 minute and 10 seconds to load. This is surprisingly high and we're looking to reduce the initial loading time.
One of the things that I've noticed from looking at thee debug log (that starts with) :
**redacted
Is that the step between this line and this line :
**redacted
Takes approximately 1 minute.
My question is, anybody have any idea what's happening between those two steps? Is it loading resources like sprites, sounds, etc?
Have any of you ever faced similar situation? And if so, did you find a way around it?
I initially thought of removing sprite resources from the project and loading them dynamically (with 'sprite_add'), but I remembered that sprite_add creates a new texture page (unless I'm sorely mistaken) for each sprite created this way, which would be a massive hit to performance. So I'm a bit lacking in solutions right now.
I've attached the debug log for reference.
If anybody can help, it would be really appreciated.
Thanks.
I hope someone with experience on porting switch games with Game Maker Studio 2 can help me.
One of the tests that our publisher is doing in reviewing out Switch build is setting the FS access log to the SD card and simulating a slower SD card.
When simulating the slower SD card, the game takes 1 minute and 10 seconds to load. This is surprisingly high and we're looking to reduce the initial loading time.
One of the things that I've noticed from looking at thee debug log (that starts with) :
**redacted
Is that the step between this line and this line :
**redacted
Takes approximately 1 minute.
My question is, anybody have any idea what's happening between those two steps? Is it loading resources like sprites, sounds, etc?
Have any of you ever faced similar situation? And if so, did you find a way around it?
I initially thought of removing sprite resources from the project and loading them dynamically (with 'sprite_add'), but I remembered that sprite_add creates a new texture page (unless I'm sorely mistaken) for each sprite created this way, which would be a massive hit to performance. So I'm a bit lacking in solutions right now.
I've attached the debug log for reference.
If anybody can help, it would be really appreciated.
Thanks.
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