Cultcow EvaXephon / Yanderedev / Alex Mahan / Alexander Stuart Mahan / cannotgoogleme - Edgy weeaboo coomer with pedo tendencies and 15+ years internet history as a lolcow, now known as a disaster developer behind eternal debug build called "Yandere Simulator", confirmed groomer and dollfucker

The end of EvaXephon?


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Sorry if this question is dumb, but can someone explain why YanSim runs so poorly?
I thought bad code only resulted in a bunch of bugs (like the Kokona burning ones), not 30 fps.
Every single bit of code in the game appears to be a script attached to some Unity object, which means it's run every single frame whether it matters or not. For example it'll check every frame what class period it is in-game, when obviously that's not changing very often.

Add to that a lot of duplicated effort - take the notorious StudentScript.cs. There's only one student script for all NPCs, so at every frame it has to ask "Am I Student 1? Then do this. Or am I Student 2? Then do that"... and on and on. Of course only one NPC is actually going to be Student 1, and the rest of them are just spinning through that pointless check every frame for no reason. There are a lot of things like that and presumably they add up.

The weird over-detailed store-bought 3D models (like that toothbrush) probably don't help things either.
 
He puts more organization and effort into making his stupid rebuttal videos than the actual game.
Don't forget more effort in doing streams of himself playing games as he says some sort of rebuttal on how it's all just "gremlins" and the like that are spreading lies on how his game is poorly optimized, bloated crap.
 
So the recent question about code and performance led me to thinking back to a few weeks ago when a YouTuber debug killed all NPCs and watched the framerate soar, and I decided to try so myself just to see the results. I'm using the April 16th build because it's the most recent I've downloaded.

Using the debug menu ("\" key, "z" to kill all students) makes every NPC that isn't Alex's self insert immediately drop dead on the ground, and the framerate does not improve. It isn't until I use the debug menu to fast-forward to the next day that I see the improvement in framerate, increasing from something around 45-50 average FPS to 120-160 depending on where the camera is facing and what part of the school I was in.

I'm guessing that even with every NPC being a ragdoll on the ground, the game is still running all of the NPC code for every NPC even though at that point in time it clearly shouldn't be. Maybe later today I'll do this again with my overlays on so I can see if there's much of a difference in GPU/CPU/RAM usage just for kicks.

Edit: oh yeah, nevermind, forgot about how broken NPC models are with accessories and other things, which is probably not helping and may be a better explanation of why the framerate remains poor until the environment is reset and the NPC models are absent. Could also still be running NPC code, but unlikely since even Alex would throw an if(dead){return;} in the NPC script file somewhere.
 
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Sorry if this question is dumb, but can someone explain why YanSim runs so poorly?
I thought bad code only resulted in a bunch of bugs (like the Kokona burning ones), not 30 fps.
Contrary to what memers claim, the huge chains of else-if are not what makes the game slow, just buggy. It's not like the game has complex logic or AI. The "scripts" were a big performance problem before migration to C# due to being in Javascript, but that's mostly Javascript's fault.
The shitty framerate is mostly due to things like objects that are moved into the sky rather than deleted, too complex models (like a 5000-polygon toothbrush that used to be in the game), multiple rendering passes running all the time (for stuff like mirrors and cameras), running physics and animations on everything all the time and so on.
While it would be very advisable for him to clean up the game logic, it won't provide a significant performance improvement.

(I base my response on publicly available information divulged by both Alex and independent modders. It might be out of date, but I do not believe that the "scripts" have become a huge performance problem again.)
 
So the recent question about code and performance led me to thinking back to a few weeks ago when a YouTuber debug killed all NPCs and watched the framerate soar, and I decided to try so myself just to see the results. I'm using the April 16th build because it's the most recent I've downloaded.

Using the debug menu ("\" key, "z" to kill all students) makes every NPC that isn't Alex's self insert immediately drop dead on the ground, and the framerate does not improve. It isn't until I use the debug menu to fast-forward to the next day that I see the improvement in framerate, increasing from something around 45-50 average FPS to 120-160 depending on where the camera is facing and what part of the school I was in.

I'm guessing that even with every NPC being a ragdoll on the ground, the game is still running all of the NPC code for every NPC even though at that point in time it clearly shouldn't be. Maybe later today I'll do this again with my overlays on so I can see if there's much of a difference in GPU/CPU/RAM usage just for kicks.

It's likely to do with rendering, among other things. If I remember rightly, the update function has a clause for if they're alive so a large chunk of the code is being skipped.

Alex showed the stats to 'debunk' claims his code is slowing stuff down, and showed animations, pathfinding and rendering all outweigh the student scripts. This is true, but Alex doesn't use occlusion queries to stop rendering things, the map isn't chunked so it can be easily loaded/unloaded dynamically, and I'm sure there are plenty of things that are being superfluously rendered too.
 
The shitty framerate is mostly due to things like objects that are moved into the sky rather than deleted
:story:
I just learned this and why is he doing this.
Does he really not know how to delete things in Unity (it's one click and keypress, for crying out loud!) or is he really that exceptional?
It's probably both.
 
:story:
I just learned this and why is he doing this.
Does he really not know how to delete things in Unity (it's one click and keypress, for crying out loud!) or is he really that exceptional?
It's probably both.
Programmer- and gamer-boys, do you have an idea on why he does not use destroy()?
 
Programmer- and gamer-boys, do you have an idea on why he does not use destroy()?
Screen Shot 2020-06-19 at 12.20.08 AM.png
He does.
Technically.

But only to prevent people from seeing Osana or Raibaru until they're ready.
 
Sorry if this question is dumb, but can someone explain why YanSim runs so poorly?
I thought bad code only resulted in a bunch of bugs (like the Kokona burning ones), not 30 fps.
think of it like drinking from a straw. If your straw is unnecesssrily long, it’s gonna take more sucking to get the drink. Now imagine trying to drink from 10 cups at the same time when every straw is ridiculously too long, it’ll slow you down.
Yandere Sim’s code is like 80 silly straws stuck together for every task.
It’s a little more complicated, but that’s the easiest way I can explain it.
 
Why? He's already "debunked" this.

And also

Doesn't seem that he is going to change tactics.
Y'know, I'm actually kinda glad to see this. I hate to read between the lines here, but it seems like a lot of his volunteers, especially the artists who do his vods, seem to be becoming more and more aware of how shitty Alex is, and it appears that people are now starting to cease their support in droves. I'm very happy to see this.
 
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I'm assuming that he wants to release the video before he releases the demo with Osana, in the hope that "dispelling rumors" would make the Kickstarter more successful.

If that's the case, why does he need so many high-quality illustrations? Isn't it incredibly time consuming to interact with multiple artists, describe in detail the artwork he wants, suggest changes once the artwork is finally done, and figure out how to compensate them? Wouldn't he be able to release the video far earlier if he just used stock images and text on screen? Shouldn't volunteer talent be used for something far more important, like actual artwork in the game?

It's funny how he gives a shit about having "high quality art" in his sob story videos, but his game is filled with Mulberry's horse face drawings.
 
Sorry if this question is dumb, but can someone explain why YanSim runs so poorly?
I thought bad code only resulted in a bunch of bugs (like the Kokona burning ones), not 30 fps.

From what I understand (and someone correct me if I'm wrong) it's in a large part that the code is suboptimal. You probably saw the IF ELSE IF ELSE IF ELSE IF ELSE IF loops that everybody keeps saying should be replaced by a switch statement. That's because switch statements are just much faster.

Imagine it like this: let's say that you have a machine that detects 12 different types of fruits. If it were operated by a switch statement, it would just analyze whatever you input and give you either the fruit you inserted or an error. Simple. An Alex-style else-if spiral is basically the machine going through every single step
>This is not an apple
>This is not a pear
>This is not a banana
>[...]
>This is an orange

For a small process the difference is negligible, but if you're programming a complex game where multiple of these processes take place every frame... yeah.

And then the game also has other problems, like a lot of the character and environment models not being optimized either.
 
From what I understand (and someone correct me if I'm wrong) it's in a large part that the code is suboptimal. You probably saw the IF ELSE IF ELSE IF ELSE IF ELSE IF loops that everybody keeps saying should be replaced by a switch statement. That's because switch statements are just much faster.

Imagine it like this: let's say that you have a machine that detects 12 different types of fruits. If it were operated by a switch statement, it would just analyze whatever you input and give you either the fruit you inserted or an error. Simple. An Alex-style else-if spiral is basically the machine going through every single step
>This is not an apple
>This is not a pear
>This is not a banana
>[...]
>This is an orange

For a small process the difference is negligible, but if you're programming a complex game where multiple of these processes take place every frame... yeah.

And then the game also has other problems, like a lot of the character and environment models not being optimized either.
Switch statements only work when you've got some variable (x) and want to take certain actions for particular values of x. As soon as you have multiple conditions to deal with at once, if/else if/else is pretty much your only option. I'd be shocked if the compiler didn't optimize if else chains into jump tables when it's possible to do so. The constant memeing about IF ELSE IF ELSE IF ELSE IF ELSE in Yandere Simulator only distracts from the bigger problems with the code: namely, it's a disorganized, unmaintainable clusterfuck that should never have been allowed to exist. The if else chains are merely a symptom of the deeper problems.
 
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Programmer- and gamer-boys, do you have an idea on why he does not use destroy()?
He probably doesn't know how to re-add objects to the scene once he destroyed them, so he stores crap like all the Ayano's hairstyles in the sky and just teleports it when he needs it.
Removing useless crap like haistyles and easter eggs would probably be one of the simplest ways to improve the game dramatically. Maybe he'll do it for the Osana demo.
 
Y'know, I'm actually kinda glad to see this. I hate to read between the lines here, but it seems like a lot of his volunteers, especially the artists who do his vods, seem to be becoming more and more aware of how shitty Alex is, and it appears that people are now starting to cease their support in droves. I'm very happy to see this.
I think, you are half right. They are just too tired of working for free, oh, sorry, I mean, for exposure. If they gave a single damn about his personality and infamy that he'd gotten for the past years, they would've left him a long time ago.

I don't doubt his new video will cause very short term effect of 10 year olds flooding the comments of every video about him, but this time they are going to be overwhelmed with responses. And yeah, this time more people are going to use this opportunity to make response videos. The only thing I'm curious of is how much is he going to use suicide baiting.
 
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Some stuff that got digged up by r/Osana on sequel of YanDev's magnum opus. It's 100% confirmed.

7eni35fa8l551.jpg

Nice metaphor there, exceptI fail to see actual people who are pressuring you into drama except for yourself.

Also, just to add, this art is quite nice, except the form all the drinks, but it still the whole picture looks fine for untrained eye. But apperently it's not up to Alex's standart of quality. I swear, this guy has zero appreciation for anyone who is willing to help him, except maybe Mulberry. He demands high quallity for free and even without any crediting just because he feels like he is so great at making anime fetish game. No wonder he doesn't want to credit artists who do jobs for him. This is textbook entitlement there.
 
Some stuff that got digged up by r/Osana on sequel of YanDev's magnum opus. It's 100% confirmed.

View attachment 1388910
Nice metaphor there, exceptI fail to see actual people who are pressuring you into drama except for yourself.

Also, just to add, this art is quite nice, except the form all the drinks, but it still the whole picture looks fine for untrained eye. But apperently it's not up to Alex's standart of quality. I swear, this guy has zero appreciation for anyone who is willing to help him, except maybe Mulberry. He demands high quallity for free and even without any crediting just because he feels like he is so great at making anime fetish game. No wonder he doesn't want to credit artists who do jobs for him. This is textbook entitlement there.
bro those screencaps are from this thread
 
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