Posted 22 December 2013 - 11:23 PM
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So I'm using MMF2/Fusion 2.5 to build my game, but I'm not particularly happy with the way it slows down when the screen is resized. I've played much more resource-intensive games at huge resolutions and noticed no change in performance, yet my game is 2D and only runs at full speed at 1x resolution. I have a feeling that the game software is resampling the pixels causing unnecessary slowdown.
MMF2 has support for developing third-party extensions, but surprisingly, no one has attempted to fix this issue, nor does MMF2 offer an option to change how the screen is resized. Therefore, I must humbly request the help of someone with coding knowledge to develop a hardware scaling extension. I can dig up links to the necessary SDKs and stuff if you need it. If you're not much of a coder but know somebody I could turn to for help, please let me know as well.
Posted 23 December 2013 - 12:34 AM
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Kind of a tangent but that actually makes me wonder how performance would have been for a 2D platformer running at, say, 1080p with physics calculations all adhering to that granularity.
Posted 23 December 2013 - 01:51 AM
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I've tried to do it before but it broke so many things and in the end it didnt really work. Indeed, why don't you try to render natively at 1080p. The sprite rotations look awesome at high resolutions.
Posted 23 December 2013 - 03:07 AM
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That's not an option at the moment since so much of the game is already completed. And I have a feeling that higher resolutions and larger sprites would cause a significant performance drop, moreso than the current method of screen resizing does.
I've seen emulators pull this off - Dolphin for example with Gamecube games. If there isn't a way to get MMF2 to do it, then perhaps the game can be wrapped inside a blank application whose sole purpose is to display it at various sizes.
Posted 23 December 2013 - 04:16 AM
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Strife, on 23 December 2013 - 03:07 AM, said:
I've seen emulators pull this off - Dolphin for example with Gamecube games.
Yeah I really hope with MMF3 they include the option to render sprites as texture quads in OpenGL/Direct3D at arbitrary resolutions. Those pixelated rotations hurt my eyes.
Btw, I know its long in the past, but I'm curious what was the reason you didn't like the tech demo I presented you?
This post has been edited by winterhell: 23 December 2013 - 04:17 AM
Posted 23 December 2013 - 12:38 PM
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Strife, on 22 December 2013 - 11:23 PM, said:
So I'm using MMF2/Fusion 2.5 to build my game, but I'm not particularly happy with the way it slows down when the screen is resized. I've played much more resource-intensive games at huge resolutions and noticed no change in performance, yet my game is 2D and only runs at full speed at 1x resolution. I have a feeling that the game software is resampling the pixels causing unnecessary slowdown.
MMF2 has support for developing third-party extensions, but surprisingly, no one has attempted to fix this issue, nor does MMF2 offer an option to change how the screen is resized. Therefore, I must humbly request the help of someone with coding knowledge to develop a hardware scaling extension. I can dig up links to the necessary SDKs and stuff if you need it. If you're not much of a coder but know somebody I could turn to for help, please let me know as well.
This is probably a question better asked on the clickteam forums, as the solution to your problem is pretty specific to MMF2. Essentially, you need an extension that'll rewrite how MMF2 renders...almost everything.
Posted 23 December 2013 - 01:05 PM
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I've been asking on the Clickteam forums without luck, which is why I'm here. I'll keep trying, though.
winterhell, on 23 December 2013 - 04:16 AM, said:
Strife, on 23 December 2013 - 03:07 AM, said:
I've seen emulators pull this off - Dolphin for example with Gamecube games.
Yeah I really hope with MMF3 they include the option to render sprites as texture quads in OpenGL/Direct3D at arbitrary resolutions. Those pixelated rotations hurt my eyes.
Btw, I know its long in the past, but I'm curious what was the reason you didn't like the tech demo I presented you?
It's not a bad start, but I'd rather wait on porting jobs until the PC version had been released, particularly because I keep making slight physics adjustments and I'd want ports to be as accurate as humanly possible to the final release.
Posted 23 December 2013 - 01:08 PM
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Have you considered looking into "Ultimate Fullscreen Object"? It's an object that takes over screen scaling duties from the MMF2 runtime and allows for faster, more flexible fullscreen setups.
Posted 23 December 2013 - 01:11 PM
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That's what I'm using at the moment, actually. It does provide a slight performance increase, but it still relies on MMF2's method of resampling the screen (I.e. "resize display to fill window size" must be enabled), so it's not as helpful as it could be.