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EDIT: So at this point I'm reasonably certain that this might've been a hardware issue all along. Two days ago, my computer stopped recognizing my graphics card, which I was suspecting had been dying for a while now, so I plugged my display into my motherboard's DVI port instead, and ever since I did that, I haven't had any slowdown whatsoever. As such, I'm marking this as solved. Apologies for the anticlimactic resolution.
So this is an issue that's been bugging me for some time now and I can't seem to find much in the way of people with similar issues. The one thread I did find only mentioned tweaking the sleep margin, which isn't making much of a difference for me.
My problem is as it says on the tin: At certain points while running the game, it slows down visibly, sometimes as much as 30fps (my room speed is set to 60 throughout), but when I look at the the debug overlay, not only is the framerate there in the triple digits, there doesn't even seem to be any particularly strong overhead going on. What makes it even more vexing is that, while it generally happens in the same places, it doesn't always happen and sometimes the framerate is the same buttery-smooth 60fps that I expect it to be. I've tried looking into it with the IDE's debugger, too, but again, I couldn't find anything that could make the game choke like that.
The only thing I've been able to figure out so far is that pausing the game while such slowdown is going on makes the framerate recover again, at least until I unpause. Given that pausing in my case essentially means "halt step event code execution of just about all instances except for a select few", that makes it sound like it should be an issue with my code, but again: real fps is way higher than the room speed and the framerate dips don't always happen.
Anyone know where to even begin troubleshooting this?
So this is an issue that's been bugging me for some time now and I can't seem to find much in the way of people with similar issues. The one thread I did find only mentioned tweaking the sleep margin, which isn't making much of a difference for me.
My problem is as it says on the tin: At certain points while running the game, it slows down visibly, sometimes as much as 30fps (my room speed is set to 60 throughout), but when I look at the the debug overlay, not only is the framerate there in the triple digits, there doesn't even seem to be any particularly strong overhead going on. What makes it even more vexing is that, while it generally happens in the same places, it doesn't always happen and sometimes the framerate is the same buttery-smooth 60fps that I expect it to be. I've tried looking into it with the IDE's debugger, too, but again, I couldn't find anything that could make the game choke like that.
The only thing I've been able to figure out so far is that pausing the game while such slowdown is going on makes the framerate recover again, at least until I unpause. Given that pausing in my case essentially means "halt step event code execution of just about all instances except for a select few", that makes it sound like it should be an issue with my code, but again: real fps is way higher than the room speed and the framerate dips don't always happen.
Anyone know where to even begin troubleshooting this?
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