- Jun 3, 2020
- 4
- 7
I think there is not much to worry about, the garbage collector that is used in RPGM MV can possibly clean unused and useless data whenever it can, the thing is that the cache is WAY smaller for this kind of game.And uh, increasing cache limits might only work for the first or the second pass (like 2 fights in) and when cache fills up and starts to rewrite it it'll get broken again getting you back to square one.
"ImageCache.limit = 10 * 1000 * 1000;" translates to how many RGBA pixels will be stored in the cache for later use, which in this case means that it has the size of 10 pngs with 1000x1000 in resolution (40MB in total). And thanks to how animations works in here, it easily overflows and has to rewrite the data from the drive frequently, resulting in flickering. Just for you have a notion of it, combining chica's animations in battle already fills all that in HALF.
So changing the 10 for a 30 (120MB) will be more than enough here (for now), you can also put 100 or above if you're crazy but don't expect any improvements.
The reason why is it too small is because this engine was made with phones in mind. In 2015! Back then cellphones didn't really had that much space, but nowadays they are a beast, holy hell.
But you still got a point, it would be great to use less memory for it to be lower end friendlier to a lot of folks, however this is getting in a territory far from my reach now.
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