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2D Instanced GPU Accerelated Object (Extension Idea) #1726
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Most of the lag that comes from scratch 2d isn't really scratch's doing. It already uses the gpu to draw everything and transform it. Though the big hurdle is stuff that should only happen cpu side. |
Well, having a single sprite that has a entire 2D RPG map image with thousand object in it. It's way better than having a thousand clones with each has their own "For this sprite only variable", "For this sprite only list", Broadcast listener and so on. Scratch CPU bottlenecking is horrendous. I used an low end spec, the 100% CPU and 20% GPU Usage on Turbowarp games is very concerning. This extension might be the solution for a bigger project that used a lot of clones. |
I think Pen works for this (that also uses the GPU). |
It would probably be best to not have objects off screen or after a certain distance ticking, and as CST said Pen Rendering would be your best bet. |
I tried this once before on the older version of turbowarp and lags a lot on my pc, Might gonna gave this another shot.
I already this, I made a system where if the clone was on outside the screen it will automatically deleted and recreated again when inside the screen, It helps but if it had many object to render, the game stutter for a milisecond to check and spawn the clone that inside the screen. |
Uhh so why can't we apply this tech to clones or stamps? |
Since 3D GPU Accelerated project is possible, Why don't we make a 2D GPU Accelerated extension?
I know this is possible using Simple 3D, But it takes some work to implement.
Isn't this a good idea? Having a lot of object in scratch without worrying about lags
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