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Oct 8, 2012 at 21:21 comment added CosmicGiant To complement my own complement, I would like to add that anything above 100 FPS will not have any effect on gameplay whatsoever, as that is 10 times faster than the fastest reaction-time (109 ms). And that only few people would be able to notice any difference of frame-rate above 120 FPS. --- The only situation where higher FPS has any purpose is when a gameplay video is being recorded, and the footage will be slowed down later.
Oct 8, 2012 at 21:10 comment added CosmicGiant Complementing what @kurtzbot said, it's also important that you leave the choice to the players, giving them not only the usual "VSync" option and a standard target FPS, but a way to set a custom target frame-rate specifically. The reason is that different players will have different machines and preferences; Some will not reach 30 FPS due to their machines, some others will think a your (hypothetical) standard of 60 FPS is fine, while some others (enthusiasts and other crazed souls) will want to "9999" it out.
Oct 8, 2012 at 20:54 answer added Ilmari Karonen timeline score: 1
Oct 8, 2012 at 19:06 comment added kurtzbot An uncontrolled FPS would burn CPU/GPU time, which can be a problem because of excess heat and wasted electricity. This would be most noticeable on mobile platforms where battery life is limited. For laptops you could cause them to overheat, and for desktops you cause them to produce excessive heat and burn a lot of energy. So while it may not affect your program, it can certainly negatively affect your users' machines.
Oct 7, 2012 at 21:10 answer added Pixelapp Team timeline score: 2
Oct 7, 2012 at 17:37 answer added Z30Dragon timeline score: 2
Oct 7, 2012 at 17:31 comment added Sidar You don't want to eliminate the delta. It's there to give you a stable flow. Make sure your speed is a float. If you are working with ints then you will cut off any fractions,.
Oct 7, 2012 at 17:03 comment added rphello101 Huh... Good point. Unfortunately, eliminating delta does not solve the problem...
Oct 7, 2012 at 17:01 comment added Jonathan Connell Well if it's rounded to 0? xD
Oct 7, 2012 at 17:00 comment added rphello101 Yes I am. I multiply the velocity (which is the cos/sin of the angle that the image is facing * move speed) by delta. You think that could be causing a problem?
Oct 7, 2012 at 16:43 comment added Sidar Are you working with a delta time?
Oct 7, 2012 at 16:38 answer added doppelgreener timeline score: 5
Oct 7, 2012 at 16:28 history asked rphello101 CC BY-SA 3.0