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Questions tagged [frame-rate]

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

271 votes
11 answers
113k 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 ...
Nick Sonneveld's user avatar
1 vote
1 answer
1k views

Calculating framerate-independent values, for linear, quadratic, and exponential functions

There are a few similar posts, but they only deal with one of the three components I'm looking for, and none seem to handle the case of using a fixed step size (they're all about simulations which use ...
Raigan Burns's user avatar
46 votes
8 answers
55k 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 ...
William's user avatar
  • 2,724
6 votes
3 answers
7k 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 ...
Cracker's user avatar
  • 497
12 votes
3 answers
17k views

Frame Independent Movement

I've read two other threads here on movement: Time based movement Vs Frame rate based movement?, and When should I use a fixed or variable time step? but I think I'm lacking a basic understanding of ...
ShrimpCrackers's user avatar
7 votes
2 answers
11k 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 ...
Matthew Scharley's user avatar
0 votes
1 answer
2k views

Frame-rate independant movement with acceleration

First of all, this is different to this question, because that question doesn't update entities the same way I am. My update loop goes something like this (for the player): Apply acceleration based ...
Jacob Garby's user avatar
12 votes
5 answers
6k 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 ...
Joel's user avatar
  • 1,517
8 votes
2 answers
30k views

Locking the frame rate in pygame?

I am having trouble setting up the frame rate in my first game. I know that I can set it up with: clock = pygame.time.Clock() clock.tick(60) but this is not ...
DragonDePlatino's user avatar
7 votes
3 answers
3k views

What are "frame rate" and "fps?"

Can someone give me a detailed explanation about frame rate and fps concepts?
xdevel2000's user avatar
6 votes
1 answer
8k views

Handling variable frame rate in SDL2

i am creating a game with C++ and SDL2 game engine but i noticed this. I used the Vsync option for rendering, so it'll render at 60fps. If i use this game with another monitor, fps are different (for ...
manudicri's user avatar
5 votes
2 answers
3k 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 ...
Mr_Qqn's user avatar
  • 402
4 votes
1 answer
240 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 ...
CodingBeagle's user avatar
3 votes
1 answer
14k views

The value of VSync on vSync Count in Unity

In Unity, we can set the vSync value as "No sync" = 0, "Every V Blank" (60 fps) = 1 and "Every Second V Blank" (30 fps) = 2. But in the Unity Quality Setting documentation , it's written the vSync ...
raisa_'s user avatar
  • 167
3 votes
1 answer
734 views

GameMaker: Studio - Slow down calculations

I currently have an orbital simulator, with a brilliant answer in another Game Development question here, and would like to know how to slow down the calculations of Game Maker, to be able to do more ...
user avatar

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