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whatidk

RGSS v RGSS2: Frame Rate

Question

I heard RGSS2 offers a bit more power than RGSS. What I wanted to know about is the difference in frame rate. From my knowledge, RGSS2 seems to offer a higher frame rate (Around 60) while RGSS offers a lower frame rate (Around 40)

 

So if you change the frame rate using the Graphics.frame_rate command in RMXP to 60, would it technically run the same as VX (With smoother animations, etc)? I'm just comparing powers of each scripting engine.

Edited by whatidk

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i think you would be able to. i think you might have to go to most of the scripts and edit things like time, animation, player movement and events. You may have to edit all those to match the 60 fps or your playtime might be almost twice as fast. same for character speed.

 

not sure if you will have smoother animations.

 

all i think RGSS2 is just RGSS simpler. using more methods to make things more simpler.

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Yes, if you set Graphics.frame_rate = 60, it will be smoother, it can be set anywhere from 10-120. However, anything passed 60 fps just looks sped up rather than "smoother"

 

Here are the main differences between rgss and rgss2:

 

The default resolution has been changed from 640×480 to 544×416 and the default frame rate has been changed from 40 to 60. Smooth Mode has been removed.

Double buffering is now used for drawing in Full Screen mode. If your computer meets the recommended specifications, scrolling should be very smooth.

The function that would assume that the program had hung up if the screen had not been refreshed for a long period of time and automatically perform a force quit has been removed. Even if the screen is not refreshed, Windows messages will still be processed normally, so in most cases you can force quit by using Alt+F4 as usual.

It is now possible to easily perform a fade-in or fade-out of the screen. To do this, you use the Graphics.fadeout and Graphics.fadein methods.

It is now possible to get a bitmap image of the current game screen. To do this, you use the Graphics.snap_to_bitmap method.

The tilemap (Tilemap) class has been significantly changed to match the RPGVX map specifications.

It is now possible to use effects such as Blur or Radial Blur with bitmaps (Bitmap).

For sprites (Sprite), a wave effect (similar to a raster scroll effect) is now supported.

By placing font files in the Fonts folder inside the game folder, it is now possible to directly use fonts that are not installed on the system.

Shadow text is now supported for the Font class (Font). A number of the default values were also changed.

It is now possible to change viewport (Viewport) associations after the fact. Sprites and other elements associated with viewports will no longer be automatically freed.

The timing with which the BGM restarts after ME playback has been improved (Audio.me_play).

 

So I guess technically rgss2 would be "more powerful" in a sense, however technically you can pretty much do the same with either, only RGSS 2 is better because they have made it a bit more efficient.

 

The biggest difference i see is the limitations of the bitmap class in rgss2, it is limited to 2048px X 2048px; but is kind of a non-issue (one should probably not be trying to load bitmaps that large into memory)

 

All in all, the 2 libraries aren't much different from each other, RGSS 2 is obviously better as it has been improved overall; however they still both use the same old gimpy version of ruby and the same graphics library and thus aren't much more powerful than each other :/

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