The frequency which an imaging device produces unique consecutive images. It is most often expressed in frames per second (FPS).
3
votes
1answer
66 views
When using MVC, what is the proper way to handle a view refresh when the model isn't ready?
I'm about to start building a game and am having trouble understanding the proper course of action when it's time to refresh the screen, but the model hasn't finished its calculations. I assume this ...
1
vote
1answer
123 views
Optimal FPS for best user experience/battery life
I'm currently developing a game for Android. The "graphics" I'm using is not very CPU/GPU-expensive thus it runs with high FPS. Because on Android devices, saving energy is important, and I want to ...
1
vote
1answer
44 views
How to make camera rotation independent from frame rate?
I multiply the mouse movement by a given number to get camera rotation of a desired speed. But it only works at 60 FPS. When I don't limit the frame rate I get around 350 FPS and the camera rotation ...
4
votes
1answer
156 views
Android game loop's effect on cpu/battery usage - unexpected results
I will try to keep this question as concise and as readable as I can.
I recently came across an odd problem with my Android game that I'm developing.
It's an openGL ES 2.0 game and initially I was ...
0
votes
0answers
62 views
Android OpenGL ES 2.0 gameloop problems
I implemented a gameloop found here: http://www.koonsolo.com/news/dewitters-gameloop/ into my OpenGL ES 2.0 Android game. The tutorial was written with the canvas API in mind, not OpenGL so I made a ...
1
vote
2answers
361 views
Why are my game ticks longer than expected?
I was working on my game, adding stuff to it, when I noticed my ticks were in the low 50's when I had set it to do a constant 60. This is my run method.
public void run() {
init();
long ...
4
votes
1answer
119 views
Problem of saturation of ram on XNA?
I developed a small xna games.
For some time I have a problem with the saturation of RAM. In fact everything works perfectly, the game runs with a "Frame" of 60fps. But strangely I do not know for ...
1
vote
4answers
196 views
Maintaining frame rate while using many High Resolution models
I have shelves "made of" steel rods as a 3D-file. So a lot of virtual metal rods make up a cage. When cloning this in unity a few times even my fast computer can only show this in a choppy way. But ...
3
votes
2answers
228 views
Unlocking XNA game update rate and preventing unnecessary Draw calls and heavy logic Updates
I had some input problems which can be partially solved by unlocking game update rate. Now the input updates as fast as possible, but the game also calls the main Draw method a lot too. I believe ...
3
votes
2answers
256 views
How do I calculate consistent frame timings at 60fps?
I'm writing an HTML canvas game that uses requestAnimationFrame and therefore runs at 60fps, although this is more of a question about failing arithmetic than about JavaScript.
If I measure the time ...
0
votes
2answers
201 views
SharpDX (DirectX) - possible to measure Frame time?
I'm trying to benchmark various ways to draw 2D lines and have a snag. A D3D10Device that I draw with (and flush) doesn't appear to block, so I can't accurately measure frame rate (or time to render 1 ...
2
votes
3answers
270 views
Is good practice to optimize FPS even when it's above the lower limit to give illusion of movement?
I started over 50 FPS on the iPhone, but now I'm bellow 30 PFS, I've seen most iPhone games clamped to either 60 or 30 FPS, even when 24 or less would give the illusion of movement.
I've concidered ...
1
vote
3answers
235 views
How to Handle frame rates and synchronizing screen repaints
I would first off say sorry if the title is worded incorrectly.
Okay now let me give the scenario
I'm creating a 2 player fighting game, An average battle will include a Map (moving/still) and 2 ...
4
votes
4answers
384 views
Can a high FPS negatively affect how a program runs?
Yeah I know this is a broad question and will get down rated, I'm just hoping for some answer before it gets closed.
Anyway, I'm using Slick 2D/Java to play around with graphics. I'm having some ...
-6
votes
1answer
96 views
Is it the class that slows down the game? [closed]
My framerate lastime exceeds 1000 now the highest is 15. I have thousands lines of code in one class(I was still fresh last time and did not think of putting it in another class) Is it the class that ...
3
votes
1answer
594 views
Why is the framerate (fps) capped at 60?
ISSUE
I recently moved a project from my laptop to my desktop(machine info below). On my laptop the exact same code displays the fps(and ms/f) correctly. On my desktop it does not. What I mean by ...
1
vote
3answers
475 views
Android, how important is deltaTime?
Im making a game that is getting pretty big and sometimes my thread has to skip a frame, so far I'm not using deltaTime for setting the speed of my different objects in the game because it's still not ...
1
vote
3answers
417 views
My rhythm game runs choppy even with high frame rate
EDIT: [SOLUTION] I posted a possibly explanation for my issue below to anyone who has a similar problem. Hope it helps.
I'm coding a rhythm game and the game runs smoothly with uncapped fps. But when ...
2
votes
1answer
72 views
How can I track the frame rate on a mobile device?
I am trying to track the frame rate when performaing certain actions on my mobile device.
Scenario: I open my game via the device browser and run through specific actions.
Preferably would like the ...
7
votes
2answers
368 views
Framerate limitation
The most successful competitive game engines like id Tech, GoldSrc, Source and such allow for framerate limitations.
You can play with 30, with 60, with 99, with 72, with 68 etc. In short, you can ...
2
votes
1answer
393 views
Frame independent acceleration
To make my game fps independent I move entities with
pos += speed * time
where time is the delta time since last frame.
That works perfectly well with speed but how do you do that with ...
3
votes
1answer
198 views
Framerate control and physics engines?
I am reading this article on how to control the framerate and physics calculations.
But in the game I am writing, I use a third party physics library and the only thing I do to update my physics is ...
0
votes
4answers
1k views
Problem trying to lock framerate at 60 FPS
I've written a simple class to limit the framerate of my current project.
But it does not work as it should. Here is the code:
void FpsCounter::Process()
{
deltaTime = ...
4
votes
5answers
330 views
Game Loop Problem - Growth and Recharge as Integer Values
I have a question about game loops. I understand that you shouldn't have a static loop, say 100ms and set something's speed to 1px/frame so it moves 10px/sec. You should have a speed and multiple that ...
-3
votes
2answers
450 views
Is Android not good for game development? [closed]
As I know Android is running on Java VM on top of Linux kernel. These so many layers may lower down the performance (FPS,etc.). Is Android still good for game development then?
3
votes
4answers
412 views
Is a frame-rate jump in my C++ iPhone game a show stopper and how do I find its cause?
Every 5-10 minutes there's a noticeable frame-rate hiccup in my game. Other than that my game runs very smoothly - again it's just one quick little jump every 5-10 minutes. Is this something I need to ...
2
votes
1answer
2k views
in iOS, does CADisplayLink automatically control the app's 'timestep'?
I'm writing an iOS game that uses OpenGL ES 2.0. I have my 'OpenGLView' which contains a
- (void)setupDisplayLink {
CADisplayLink* displayLink = [CADisplayLink displayLinkWithTarget:self ...
0
votes
3answers
386 views
How does a game's frame rate change for each missed vsync?
I seem to remember reading somewhere that a game's frame rate is halved each time it misses a vsync. In other words, the number of frames per second decreases to 1/2, 1/4, and 1/8 the normal rate for ...
6
votes
3answers
878 views
What are “frame rate” and “fps?”
Can someone give me a detailed
explanation about frame rate and fps concepts?
2
votes
1answer
325 views
How can I get my objects to move at the same speed regardless of frame rate?
I tried using the methods on lazyfoo's site for frame rate independence. One problem I'm having though is that my game is running at different speeds on different computers. The differences are ...
2
votes
1answer
304 views
Why am I having these weird framerate issues with OpenGL on Windows?
I'm using OpenGL on windows (have been for a while now), and I've come across a strange issue.
Once every so often, the rate at which frames are presented on the screen drops to roughly 10 fps. ...
30
votes
7answers
10k views
How'd they do it: Millions of tiles in Terraria
I've been working up a game engine similar to Terraria, mostly as a challenge, and while I've figured out most of it, I can't really seem to wrap my head around how they handle the millions of ...
-3
votes
1answer
360 views
Options available to a programmer on the Main Game Loop [closed]
Could someone please give me some insight into each one of the four topics listed below.
I have a good idea about what passive and active rendering are, and that the use of active rendering is more ...
8
votes
1answer
738 views
Separating logic/update from render/drawing code in a single thread using sleep
I've read that the speed of game objects should not be hindered by FPS but instead should be based on time. How can I seperate the update/draw code to maximize performance without limiting the drawing ...
0
votes
1answer
569 views
2D game physics, doing it right
I have a ball that you can make jump,
I have a sneaking suspicion I'm doing this wrong. It works now, to the extend that gravity pulls the object down toward the ground, but I'm having trouble ...
5
votes
4answers
775 views
How to make game appear to run faster?
I believe I read somewhere that there is a technique which will make games appear more smooth than they are. I believe it is some visual trick, but I don't remember which one. (It is be something like ...
3
votes
2answers
665 views
Framerate independence
I'm building a physics engine in OpenGL, and I'm a little bit confused on how framerate independence is achieved.
At the moment I'm using glutTimerFunc to cap the framerate at 30 FPS. Is there a ...
6
votes
3answers
1k views
Should frame rate affect the speed in a game engine?
I am writing a 2D game engine for fun. I am able to perform animation using the engine. However, if I change the frame rate (frames per second) the speed of the animation changes.
I have never used ...
10
votes
5answers
2k views
Working with lots of cubes. Improving performance?
Edit: To sum the question up, I have a voxel based world (Minecraft style (Thanks Communist Duck)) which is suffering from poor performance. I am not positive on the source but would like any possible ...
6
votes
8answers
405 views
Is it useful to monitor framerate over the course of an arbitrary (but long) period of time?
How useful is it to keep a measurement of framerate over the course of long times (such as an hour) spanning multiple scenes/data environments?
I've had plenty of times where data throttling/pushing ...
3
votes
2answers
3k views
Constant game speed independent of variable FPS in OpenGL with GLUT?
I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one.
After reading a ...
2
votes
4answers
810 views
Flash framerate reliability
I am working in Flash and a few things have been brought to my attention. Below is some code I have some questions on:
addEventListener(Event.ENTER_FRAME, function(e:Event):void
{
if (KEY_RIGHT)
...
5
votes
3answers
2k views
Frame Independent Movement
I've read two other threads here on movement:
Time based movement Vs Frame rate based movement?, and
Fixed time step vs Variable time step
but I think I'm lacking a basic understanding of frame ...
-2
votes
2answers
314 views
Can it be considered that a frame-dependent crosshair is a flaw?
I still play counter strike 1.6/CSS these days, and as you know, when shots are fired, the crosshair expands.
When the frame rate drops, this crosshair animation is also affected by the frame rate.
...
4
votes
2answers
448 views
What is the ballpark GL framerate for iPad and iPhone 4?
Does anyone the GL frame rate for iPad and iPhone 4 under the follow conditions:
Unlit
Non supersampled
GLSL texture mapped with two textures.
Single quad, 4 vertices
Thanks,
Doug
5
votes
3answers
1k views
What framerate should I aim for on a mobile phone?
The higher the framerate, the better the game looks, but the faster it drains the battery.
What's a happy medium?
(I'm making a relatively simple 2D game with sprites moving constantly. I want the ...
4
votes
2answers
428 views
Accuracy and frame-rate in a rhythm game
My question is related with Fixed time step vs Variable time step. But where a fixed frame-rate improve the consistency of a physics based game, is it the case for a rythm game, or wouldn't it be ...
120
votes
8answers
23k views
Fixed time step vs Variable time step
What is better for games when developing game loops, fixed time steps or variable time steps? What type of games are better with one or the other?
Variable time steps:
With variable time step, I ...
8
votes
9answers
1k views
Large FPS vs consistent FPS
When optimizing the frame rate of a game, when should I focus on a large
FPS and when should I focus on a consistent frame rate.
This is often a hotly contested issue, so please note I'm not asking ...
9
votes
6answers
2k views
Make pygame's frame rate faster
By profiling my game, I see that the vast majority of the execution time of my hobby game is between the blit and the flip calls. Currently, it's only running at around 13fps. My video card is fairly ...
