
Now, you create a common event, set it to start automatically, with the same Switch you created. Where x is the number of the switch you created. This way, players will have the option of using fluid timesteps or opting to not use it instead of forcing it on everybody who may not be able to handle it.Okay, i didn't tested it with the SRD's Translator Engine because i have yet to put it back, but i tested with a default option in the plugin (The FPS synch one), so dunno if it will really work but it's worth a try.įorget that "SceneManager.push(Scene_Map) SceneManager.push(Scene_Options) " call below Caethyril's code in the Process OK. This plugin places a setting in the Options menu to enable or disable the fluid timestep addition and utilize the former RPG Maker MV engine updating function. The game will appear laggy and jumping without good response rates from input commands or possibly even make the player miss out on certain visual frame updates. However, there comes a problem when a player’s hardware isn’t strong enough to support RPG Maker MV natively at 60 fps (such as the case with older computers, or weaker mobile devices) or if the player is using video recording software that goes below 60 fps. In practice, this is great for everybody because players that experience more 60 fps will be able to play the game as if it was 60 fps. When RPG Maker MV version 1.1.0 is implemented, it implemented Galenmereth’s fluid timestep, which forces the game to always play as if it is 60 fps.



While this is normally fine, as many players view the game through 60 fps, some players experience the game differently as their hardware may run at higher than 60 fps. RPG Maker MV is constructed in a way where each update to its engine is done once per frame update.
