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

learn more… | top users | synonyms

3
votes
2answers
84 views
+100

Gfx.WaitForPresent performance issue

I am making a 2D mobile game and it runs really well (60 fps) on my phone. However, in some cases the performance goes down drastically to the point where it runs at 20 fps or even less. It happens at ...
0
votes
0answers
28 views

Setting up game loop wait time and FPS

I have been able to set up the game loop method/function, but many objects do their stuff in separate threads. The reason for that is not ensure, that the program is not going to stop working, despite ...
2
votes
2answers
176 views

How can I simulate thousands of things at high frame-rates?

I'm working on a simulation game like SimTower where I'd like to keep track of thousands of items at once. Other games like this, appear to have hundreds or thousands of rooms with elevators with ...
0
votes
0answers
35 views

Profiling frame rate in shader

I used adreno profiler to profile a mediaplayer shader application: source : https://github.com/crossle/MediaPlayerSurface/blob/master/src/me/crossle/demo/surfacetexture/VideoSurfaceView.java The ...
2
votes
3answers
131 views

Accelerated movement in a specific time to a specific point

I am trying to move my sprite in a specific time to a specific position while using frame-independent or time-dependent movement. My sprite is also accelerated every frame to simulate gravity. I know ...
0
votes
1answer
93 views

Unity stats framerate vs Time.deltaTime

Googling around, a way for calculating framerate and displaying it as text ingame is using 1/Time.deltaTime. However, comparing this against unity stats FPS shows 2 different FPS. Which of it is ...
0
votes
2answers
94 views

How to make score counter independent of framerate

I have a score counter, but I've noticed that the lower the framerate is, the slower it counts. How can I make it so it ignores the framerate? using System.Collections; using UnityEngine; using ...
0
votes
1answer
40 views

Frame Rate Independence for Non-Linear Increases

So while working on my game, I decided that I would have a speed variable increase in the fashion speed += 1/speed; with the goal being that in the beginning it increases fast and then it increases ...
13
votes
2answers
2k views

Movement appears to be frame rate dependent, despite use of Time.deltaTime

I have the following code to calculate the translation required to move a game object in Unity, which is called in LateUpdate. From what I understand, my use of Time.deltaTime should make the final ...
4
votes
1answer
106 views

Multi-threading for rhythm game?

I'm trying to recreate a rhythm game. However trying to get the key-presses with SDL2 I ran into the problem, that you can only get an event every time a frame has been successfully rendered (I can't ...
2
votes
1answer
48 views

Pygame time.get_fps() value

I was looking at the pygame.time.Clock.get_fps() method and after puting it inside of the while loop printing and checking it some times, i see that i starts to give its value after five frames (and ...
0
votes
0answers
34 views

How can I lower the cpu usage in kiwijs?

I tried setting the game.frameRate to 30 and the animations are running slower but the cpu has the same load. (That worked before with CreateJS but that library is not focused to games and does not ...
1
vote
0answers
208 views

Unity 5 Google Cardboard VR SDK Frame Rate

I am running the Google Cardboard's official demo which doesn't really have much things on the scene (https://developers.google.com/cardboard/unity/download) on my Personal Unity 5 on my Nexus 5. The ...
0
votes
2answers
89 views

How to adjust my games speed to fps [duplicate]

Hi so i am making a small sort of physics engine, but if your fps is really slow the physics will update slower and objects will move slower. How do i make the speed of objects greater if the fps is ...
1
vote
2answers
150 views

FPS drop when detecting collision (sfml, c++)

So, I have this small class with a collision detection function in it, it's called every frame. When I run the game I get around 8000 FPS, but when the collision function gets called it drops to 2000....
5
votes
2answers
574 views

Can you write the current frame number to a text file?

I am running an experiment in Unity 5 to see the effect increasing the particles of a particle effect has on FPS over time. (this is background work for a much larger piece of work). Currently I write ...
1
vote
1answer
104 views

Frame Rate in Cave Story

When reading on frame rate, i usually encounter the following suggestions: render as fast as possible render to 60 fps I want to make a 2d game that runs in slow computers, and i've been surprised ...
12
votes
2answers
2k views

Will unlocking the framerate in XNA/MonoGame tell me how efficient my code is?

I have been unlocking the framerate in MonoGame via: this.graphics.SynchronizeWithVerticalRetrace = false; base.IsFixedTimeStep = false; And using it as a basis for how efficient I am updating and ...
3
votes
1answer
187 views

GameMaker: Studio - Slow down calculations

I currently have an orbital simulator, with a brilliant answer in another Game Development question here, and would like to know how to slow down the calculations of Game Maker, to be able to do more ...
3
votes
1answer
140 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 ...
10
votes
4answers
2k 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
4answers
93 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
2k 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
228 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
290 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
115 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
2k 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
1k 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
518 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
181 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 glutDisplayFunc(...
0
votes
1answer
65 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 ...
1
vote
1answer
171 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 = ...
2
votes
1answer
181 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.
2
votes
3answers
1k 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
116 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 ...
1
vote
1answer
489 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
571 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
502 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
232 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
347 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
413 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
107 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 ...
2
votes
1answer
6k 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
4k 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 ...
3
votes
1answer
2k 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
85 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
170 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
1k 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 = Time....
2
votes
2answers
145 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
1k 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 ...