The frequency which an imaging device produces unique consecutive images. It is most often expressed in frames per second (FPS).

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3
votes
1answer
52 views

Is Update called based on screens refresh rate? MonoGame

My game is running 60fps (Because I'm using a 60hz monitor) but if I would use a 85hz monitor it would be running 85fps. My question is if update is called based on the screens refresh rate or if its ...
9
votes
4answers
1k views

Could frame interpolation like used by SmoothVideo Project be an option to increase the framerate of games without as big a performance hit?

The SmoothVideo Project uses frame interpolation to increase the fps of video from 24 to 60. The results are pretty impressive. I was wondering if this could be applied to, and whether it would look ...
2
votes
3answers
56 views

How can I achieve a constant drop rate with a variable frame rate?

In my game, I have particles that should spawn at random intervals but with an average rate of x per second. However, the frame-rate varies from around 60 fps all the way to around 3000 fps. I would ...
0
votes
1answer
109 views

Locking the frame rate in pygame?

I am having trouble setting up the frame rate in my first game. I know that I can set it up with clock = pygame.time.Clock() clock.tick(60) but this is not producing very desirable results. If I ...
2
votes
1answer
89 views

What is a reasonable way to avoid GC issues in Unity?

I've been reading about how garbage collection is a big problem when programming games using C#, Java, and the like - if you have a large amount of objects, the GC will run sporadically and scan ...
0
votes
0answers
108 views

SDL2 - Windowed mode, VSYNC active, refresh rate 56hz instead of 60hz

As the topic title says. System is Windows 7 64bit. C++. I am not sure why this happens. The refresh rate in the window is 56 hz (calculated in the application from SDL_GetTicks) instead of the ...
1
vote
2answers
105 views

Can't find out why aren't those collisions framerate independent

I'm making a 2D Platform game and I'm having trouble with my collision detection. It doesn't seems to be framerate independent even though I used deltatime there. The problem is that at 60fps, a ...
6
votes
3answers
1k views

Framerate is affecting speed of object

I'm experimenting with building a game engine from scratch in Java, and I have a couple questions. My main game loop looks like this: int FPS = 60; while(isRunning){ /* ...
0
votes
3answers
273 views

SFML game loop and FPS problems

I've been building an SFML engine and I've been very confused on the FPS, frame independent movement and game loop. My particular problem is that I have a variable set to 60 for the frame limit but ...
1
vote
1answer
129 views

How do I implement a fixed delta time step with a SDL_Delay(15ms) precision

So I am using SDL2.0 for making a Game Engine. Where I am having a problem is using SDL_Delay(). SDL_Delay's minimum delay time is 15ms, I've tried everything, and my FPS is Stuck at 64 because of ...
0
votes
1answer
98 views

OpenGL streaming from multiple windows

I am using GLUT library for my research/game. In my game I have 25 windows created using glutCreateWindow(title), and each of them have their own display callback registered using ...
0
votes
1answer
48 views

Should I worry about variable time step for simple mobile 2d game

After going through some articles on framerate independent game design, i found that its not an easy task to implement in variable time steps(it is difficult compared to fixed frame rate, and ...
0
votes
0answers
66 views

How to resize animation in libgdx?

I want to draw an animation, the size of each frame is 500x500px but when I try to resize, the animation seems to rotate... Here the code to load frames and create animation: Texture fireSheet = ...
1
vote
1answer
101 views

What is the difference between framerate independent vs framerate dependent?

What is the difference between framerate independent vs framerate dependent? Can you please give an example.
1
vote
3answers
360 views

How to implement accurate frame-rate-independent physics?

So, I have been working on a project for a while now and recently stumbled across a problem: The common approach to frame-rate independent physics is to either use a fixed update interval (ie. Unity) ...
-1
votes
1answer
81 views

Java game runs slower and slower as game runs longer [closed]

I know that this question may be considered off topic, but this is a significant problem. Problem: I have in a java game that I am working on. The FPS counter starts at 250 FPS and in about 2-4 ...
0
votes
1answer
201 views

Locked frame rate

I'm a little bit confused about the way game engines handle frame rate. Correct me if I'm wrong: By my assumptions, usually we have a frame rate which graphical API runs by it and a frame rate ...
0
votes
1answer
99 views

Issue with fps limiting in XNA

The game I am making runs at 60 fps, but occasionally it will drop lower than that. I want to limit the frame-rate to 30 fps so that those drops will be less noticeable. I don't understand everything ...
0
votes
1answer
224 views

Capping framerate independently of logic updates in single-threaded Android Gameloop

My game is currently using the below game loop (this is an OpenGL ES 2.0 game, therefore the loop-work takes place on the rendering thread in the provided onDrawFrame method). Currently my loop ...
4
votes
2answers
183 views

How can I make sure my game runs on older GPUs than mine?

My game must stay at 75fps to be playable (I'm developing for the Oculus Rift) and I'm optimizing with that hardware in mind. My mid-range Nvidia GTX 650 Ti struggles a little with some Rift demos, ...
1
vote
2answers
186 views

Framerate dependent movement

I'm moving my character controller using Euler integration like this: Vector3 originalPos = transform.position; Vector3 acceleration = Physics.gravity; velocity += acceleration * Time.deltaTime; ...
0
votes
2answers
158 views

Incrase framerate in XNA [duplicate]

I'm trying to increase the frame rate of my game from 60FPS to 100 FPS because of reasons. But i can't seem to get it higher than 60 frames. This is the count I'm using. I can slow down the frame rate ...
0
votes
0answers
75 views

FPS drop after moved from Textures to TextureAtlas in LibGDX

I've started using LibGDX some time ago and I was making a test project to get used to this library. I've created some images and added them to the assets folder and loaded each image as a Texture ...
1
vote
1answer
2k views

Simple framerate counter?

I'm making a first person shooter, and I've seen questions like this before, but the answer is either overly complicated or they're using SDL, GLFW, GLUT, or something else. I'm not using any of that. ...
0
votes
1answer
1k views

How to calculate FPS and what factors affect FPS?

In this case, FPS means Frames Per Second and that means the number of frames that graphic hardware render in one second. I'm wondering what kind of stuffs could affect FPS? So, for some tests I ...
2
votes
1answer
836 views

How to handle the different frame rate on different devices?

I am not quite sure how frame per second works on a web page. I have a Canvas game that involves in moving an image from point A to B, and measuring the time elapsed. The code can be as simple as: ...
0
votes
1answer
71 views

speed up the update of glutidle()

I have a client that sends data at 1KHz (i.e. 0.001 sec) to a master over Internet using UDP protocol. In Master, I need to draw an object, but the problem is that the update of GLUT is slower than ...
0
votes
1answer
123 views

Fullscreen FPS slowdown in Linux [closed]

I've got a homemade game engine that supports both Windows and Linux using Win32 and Xlib, respectively. By default, the engine will create the window and then switch it into fullscreen mode. When ...
0
votes
4answers
694 views

Timing of coroutines in Unity is never precise

I was looking an official example for coroutines in Unity here. However, when I call WaitAndPrint the time taken is never exactly 5 seconds. IEnumerator WaitAndPrint() { float timeStart = ...
2
votes
2answers
101 views

How to use “weighted average easing” correctly with variable framerate?

I often use a weighted average for smoothly animating numerical values to a target value, like so: frame(dt) { value = ((value*someFactor) + targetValue) / (someFactor+1) } As you can see dt ...
3
votes
3answers
747 views

Should I cap the frame rate in SDL?

I know this question has been asked a lot, but I never found an answer suitable for me. I have a game with a fairly big logic system and the movement system I am currently using is calling ...
3
votes
1answer
110 views

Is there a common way to execute a task at a certain pace, without relying on the task priority feature of the OS?

There is no cross platform way to set process priorities, and I don't want to use threads since there are no standard method of setting priority to certain threads, apart from the fact that threads ...
0
votes
2answers
135 views

Achieving a fixed frame-rate with varying scenes

I am working on an OpenGL 3D model viewer app for iOS. I have to load, view and navigate extra detailled 3D models on an iPad. I hardly achieve 2 fps, if i load and navigate a very complex model. I ...
0
votes
1answer
156 views

Game Taking too long during render cycles [closed]

Firstly, I'm not asking anyone to read my code. It is only posted as a reference just in case you want to. I am asking for general tips on how to get my game running at higher FPS on android, for ...
2
votes
0answers
697 views

Frequent stuttering, high FPS spikes with VSync option turned on in Unity standalone build

I'm experiencing an issue using Unity 4.3.2 and standalone builds. If I turn on VSync in the project's Quality settings, running the game at the native monitor resolution, I'll frequently get high ...
1
vote
3answers
114 views

Why is my FPS computation yielding higher numbers than I expect?

I have following code: void Game::execute() { isExit = false; init(); double dt = 1.0 / 60.0; boost::timer timer; double accumulator = 0.0; boost::timer fps_timer; int ...
0
votes
2answers
190 views

How do I make objects' speeds appear the same despite screen resolution?

I'm working on my HTML5 game with Intel XDK. I'm stuck on making all devices display the same number of frames per second. The first generation iPad has a screen resolution of 1024 pixels ...
4
votes
2answers
979 views

HTML5 game fps render lag

I am currently creating a flappyBird-like HTML5 game using Proccessing.js You can see current work here: http://files.tips4design.com/flappySlothRelease/ The problem is that even though the FPS is ...
0
votes
2answers
308 views

What is framerate-independent motion?

What is the definition of framerate-independent motion and why is important to have it in games?
0
votes
2answers
221 views

How can I regulate update and event frequency?

I'm trying to create a small 2D RPG-type engine using C++, SDL/OpenGL and Tiled. My little demo looks very similar to a Pokemon or Zelda game. I was curious how to go about regulating FPS and how ...
-3
votes
1answer
158 views

Regulating Frames Per Second

I'm watching a video on regulating frames per second. I don't really fully understand the code. public void run() { long lastTime = System.nanoTime(); final double ns = 1000000000.0 / 60.0; ...
2
votes
1answer
416 views

Is it possible to achieve a smooth sprite animation with a fixed 60 FPS using Java 2D?

I've seen a lot of different game loops, and before implementing anything complicated I decided to start with a capped 60 FPS. My run method looks like this in my game thread: /** * Fixed Frames Per ...
1
vote
1answer
95 views

Idle/Moving FPS

Lets assume I have an object that consists of 70,000 triangles. Would the FPS be more when the object is idle or when the object is moving? Thanks
2
votes
1answer
81 views

Precise exposition of an image for set number of frames (Vsync?)

I need to make a simple enough program in C#, but it seems to be impossible via usual WinForms means. I need to show something (a string of text, an image) on the screen for very small time interval. ...
2
votes
1answer
255 views

First frame has a much longer delta time than other frames

I had a problem where my AI moved extreme at the first frame and then normal after that. I then figured out it was my delta. It's about 0.016 seconds (60 fps), but the first frame was about 19000 ...
0
votes
1answer
344 views

Framerate and game loop on mobile

I'm searching how to manage game framerate on mobiles devices, here is my problem: On a computer with got something like that: void main() { while(game.isRunning()) { ...
12
votes
5answers
1k views

What are the benefits of capping frames per second? (If any)

I am working on a simple game in OpenGL, using SDL for display initialization and input, and it appears in terms of timing I have two options available to me. Number one being just sleeping for the ...
2
votes
4answers
813 views

Should I worry about the refresh rate?

I'm working on an RTS and there is a lot of camera movement involved. The camera moves at a constant speed but it stutters (seems to jump/jerky movement) if I don't enable vsync. I understand why this ...
2
votes
2answers
550 views

Framerate-independent acceleration

Is this the right way, or at least a way that works, for dealing with accelerations in variable time steps evironments? // Pseudo-code void onUpdate() { mySpeed += acceleration * ...
4
votes
1answer
164 views

Time critical events based on framerate

Problem Description Basically, I've made a "programming game" in which I've made my own scripting language. It is a completely standard Lunar Lander game, though instead of directly controlling the ...