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

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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) ...
8
votes
3answers
6k 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
348 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
5k 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
596 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 ...
207
votes
10answers
62k 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 ...
8
votes
9answers
2k 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 ...
10
votes
6answers
7k 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 ...