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I haven't been able to isolate exactly what the issue is, but I sometimes get up to 20% frame rate reduction when running a Fusion game in DX9 mode using a TileMap Viewport object. Very large maps with only 1 tileset seem to run at a stable 60fps, so it doesn't seem to be a map or tile size issue.
But any time the screen scrolls over an area with more than 1 tileset (especially if tiles are overlapping on different viewport layers) is when the lag starts to really kick in.
I only use DX9 mode, but I've heard reports from other people say that there is similar lag issues even in DX11 mode.
I can confirm that older versions of this extension did not lag in DX9 at all (solid 60 fps). I'll see if I can maybe make some sort of "stress test" MFA or something in the near future.
I don't know enough about C++ to be of any use in solving this issue, so the best I can do is report it so that its on record.
I haven't been able to isolate exactly what the issue is, but I sometimes get up to 20% frame rate reduction when running a Fusion game in DX9 mode using a TileMap Viewport object. Very large maps with only 1 tileset seem to run at a stable 60fps, so it doesn't seem to be a map or tile size issue.
But any time the screen scrolls over an area with more than 1 tileset (especially if tiles are overlapping on different viewport layers) is when the lag starts to really kick in.
I only use DX9 mode, but I've heard reports from other people say that there is similar lag issues even in DX11 mode.
I can confirm that older versions of this extension did not lag in DX9 at all (solid 60 fps). I'll see if I can maybe make some sort of "stress test" MFA or something in the near future.
I don't know enough about C++ to be of any use in solving this issue, so the best I can do is report it so that its on record.
There's a forum topic with some more details on this issue over here: Will we ever have a tilemap extension?
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