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

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2
votes
1answer
169 views

What's a good way to distribute delayable tasks between frames to avoid lost frames?

I'm having a problem with finding a good way to keep the framerate high and at the same time keep running methods of game world update. I figured I could just put those methods in a thread so they are ...
8
votes
1answer
978 views

GL ES: Fragment shader optimization

Summary: I get FPS slowdown as soon as I try to tint the sprites (i.e: multiply texture with color in the fragment shader) Details: Hardware: iPod touch 4 I am drawing 700 sprites on the screen ...
3
votes
1answer
149 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 ...
2
votes
1answer
752 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
165 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 ...
6
votes
1answer
925 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 ...
2
votes
2answers
624 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
181 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
595 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 ...
5
votes
2answers
2k 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 ...
2
votes
2answers
598 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
604 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
391 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
2k 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
535 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
146 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
1k 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
1k 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
935 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 ...
3
votes
1answer
91 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 ...
8
votes
2answers
719 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
885 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
230 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
6k 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
376 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
549 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?
4
votes
4answers
486 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
3k 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
818 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
1k views

What are “frame rate” and “fps?”

Can someone give me a detailed explanation about frame rate and fps concepts?
2
votes
1answer
432 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 ...
7
votes
2answers
6k views

How do I enable higher FPS in XNA 4.0?

I created a FpsCounter DrawableGameComponent (linked to code, it's longish). It works great: It displays 60.0 fps normally. If I artificially slow down the game loop, it drops. My 'game' at the ...
2
votes
1answer
453 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. ...
39
votes
8answers
25k 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
398 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
1k 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
751 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
840 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
1k 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 ...
7
votes
3answers
2k 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 ...
11
votes
5answers
4k 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
430 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 ...
5
votes
2answers
5k 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
1k 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) ...
7
votes
3answers
5k 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
337 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
481 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
4k 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 ...
5
votes
2answers
569 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 ...
198
votes
10answers
56k views

When should I use a fixed or variable time step?

Should a game loop be based on fixed or variable time steps? Is one always superior, or does the right choice vary by game? Variable time step Physics updates are passed a "time elapsed since last ...