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

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158
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9answers
36k 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 ...
35
votes
8answers
15k 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 ...
11
votes
5answers
802 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 ...
10
votes
5answers
3k 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 ...
9
votes
6answers
4k 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 ...
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 ...
8
votes
1answer
930 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 ...
7
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 ...
7
votes
2answers
481 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 ...
7
votes
1answer
387 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 ...
6
votes
3answers
1k views

What are “frame rate” and “fps?”

Can someone give me a detailed explanation about frame rate and fps concepts?
6
votes
8answers
414 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 ...
6
votes
1answer
574 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 ...
5
votes
4answers
813 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 ...
5
votes
3answers
3k 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 ...
5
votes
3answers
2k 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
734 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 ...
5
votes
2answers
490 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 ...
4
votes
4answers
448 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 ...
4
votes
5answers
355 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 ...
4
votes
4answers
463 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 ...
4
votes
2answers
4k 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 ...
4
votes
1answer
145 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 ...
4
votes
1answer
137 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 ...
4
votes
2answers
471 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
3
votes
2answers
959 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 ...
3
votes
1answer
867 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 ...
3
votes
1answer
109 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 ...
3
votes
2answers
117 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 ...
3
votes
1answer
79 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 ...
3
votes
1answer
216 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 ...
2
votes
2answers
537 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 ...
2
votes
1answer
358 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
2answers
354 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 ...
2
votes
3answers
333 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 ...
2
votes
1answer
166 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 ...
2
votes
1answer
577 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 ...
2
votes
2answers
245 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 * ...
2
votes
1answer
363 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. ...
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) ...
2
votes
1answer
97 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 ...
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 ...
2
votes
1answer
68 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. ...
1
vote
3answers
736 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 ...
1
vote
4answers
328 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 ...
1
vote
1answer
84 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
1
vote
4answers
325 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 ...
1
vote
1answer
269 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
3answers
852 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
91 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 ...