I already know that autoruns events are evil processor-eating things that even the devil asks for a license to use, BUT I've been looking at some things here, I think they're recent about:
"Processing": {
...
"CommonEventAutorunStartInterval": 500
},
1°) Is this value the time interval in ms when the autorun is executed?
2°) Larger values here could positively impact the performance of server when there is the existence of an autorun event in execution? (Something between , 10000 and 30000)
3°) If it's not those assumptions above, what's the function of this?
4°) When there is a need for an autorun event, is there any other possible alternative that can simulate an autorun event, but without swallowing the server's performance at breakfast?
(For example: the value of a variable that must be constantly updated) - (Possible alternatives: Loop using label, Common event that executes itself at the end of commands (Recursive event? wtf?) and whatever)
I intended to have an autorun event in my game(i hope just one), but I've seen recently how it drastically affects performance in another game.
PS: These four questions are part of one question related to autorun and performance, I just divided it so that it's organized.
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Weylon Santana
I already know that autoruns events are evil processor-eating things that even the devil asks for a license to use, BUT I've been looking at some things here, I think they're recent about:
"Processing": {
...
"CommonEventAutorunStartInterval": 500
},
1°) Is this value the time interval in ms when the autorun is executed?
2°) Larger values here could positively impact the performance of server when there is the existence of an autorun event in execution? (Something between , 10000 and 30000)
3°) If it's not those assumptions above, what's the function of this?
4°) When there is a need for an autorun event, is there any other possible alternative that can simulate an autorun event, but without swallowing the server's performance at breakfast?
(For example: the value of a variable that must be constantly updated) - (Possible alternatives: Loop using label, Common event that executes itself at the end of commands (Recursive event? wtf?) and whatever)
I intended to have an autorun event in my game(i hope just one), but I've seen recently how it drastically affects performance in another game.
PS: These four questions are part of one question related to autorun and performance, I just divided it so that it's organized.
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