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0 votes
1 answer
279 views

How resource-intensive is the java.awt.Graphics2D object at different screen resolutions?

I'm currently making a 2D RPG in pure Java (yes, I know other frameworks/engines exist xD). I just created a resizing algorithm and I've noticed that different resolutions result in different FPS ...
ElliottV4's user avatar
1 vote
2 answers
711 views

Why does my FPS go down so much when rendering basic sprites?

I have a UWP DX11 application and I've recently removed the vsync and noticed that my fps goes down drastically when I'm only drawing very basic sprites on the screen and I'm trying to learn why this ...
jjmcc's user avatar
  • 233
0 votes
1 answer
267 views

Intel GPU running faster than Nvidia GTX 1060

My app in its current state renders only 2 triangles to the screen using OpenGL. I am using std::chrono::steady_clock for frame counting. With Intel graphics, I ...
Twarit Waikar's user avatar
1 vote
1 answer
66 views

How can I render 3d pictures synched frame by frame to a keyed video?

I'm developing a software that aims to combine a keyed video with a 3D rendered one, synchronously frame by frame. Each frame of video should be combined with a timely corresponding frame of 3D ...
moslem yazdanpanah's user avatar
2 votes
3 answers
4k views

How to reduce lag when rendering 40,000 sprites in Unity?

I am attempting to render 40,000 sprites: a grid of 200x200 with each grid node having a sprite renderer. All the way zoomed out I get about ~20 frames per second. What would be the best way to ...
Timo's user avatar
  • 23
11 votes
4 answers
6k 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 ...
cybrbeast's user avatar
  • 213
1 vote
1 answer
1k 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 ...
BungleBonce's user avatar
  • 1,927
0 votes
1 answer
318 views

Game Taking too long during render cycles [closed]

Firstly, I'm not asking anyone to read my code. It is only posted as a reference just in case you want to. I am asking for general tips on how to get my game running at higher FPS on android, for ...
Beginner001's user avatar
1 vote
1 answer
300 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
kim1989's user avatar
  • 15
2 votes
2 answers
2k 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 ...
izb's user avatar
  • 870
3 votes
1 answer
275 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 ...
Ashika Umanga Umagiliya's user avatar
6 votes
8 answers
485 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 ...
That Realtor Programmer Guy's user avatar