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-Liam-

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1st March, 2015 at 01/03/2015 18:40:10 -

Just wondering if there's a decent way you can toggle unnecessary visual effects on/off to boost performance on slower machines?

Currently I have it set up so that at the beginning of a frame, a global value is checked and it deletes any visual effects that aren't necessarily needed. (These include things such are large actives with blend modes and various particle effects)

I'm curious if there's a better way though? Maybe preventing the objects/effects from ever existing at all if a global value is set to off? I do have quite a few particle effects and large actives following the frame, I'm guessing my current setup will at least improve performance somewhat by deleting them if the global value says so?

Obviously this would depend on how much it's changing, but the fact that these objects will have tried to be created at the beginning, and some events still refer to them, does this still impact performance? I hope I'm making sense...

Edited by -Liam-

 
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AndyUK

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2nd March, 2015 at 02/03/2015 02:27:04 -

I suppose it depends on how you've organised your events. Ideally I'd want to just disable a group containing whatever effects you want to be able to toggle with a corresponding flag somewhere. Perhaps with the 'create object' events inside those groups so they're not created if the group is disabled?

If that's not possible you might need to rewrite/reorganise some of your code,

 
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-Liam-

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Wii OwnerIt's-a me, Mario!Hero of TimeStrawberry
19th March, 2015 at 19/03/2015 14:11:51 -

That's good thinking, I've not dealt with activating/deactivating groups of events before which sounds like it'd be the best way of doing it.

 
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