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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
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
13 votes
5 answers
2k 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 ...
w4etwetewtwet's user avatar
13 votes
2 answers
8k views

Movement appears to be frame rate dependent, despite use of Time.deltaTime

I have the following code to calculate the translation required to move a game object in Unity, which is called in LateUpdate. From what I understand, my use of <...
General Waters'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
12 votes
2 answers
4k views

Will unlocking the framerate in XNA/MonoGame tell me how efficient my code is?

I have been unlocking the framerate in MonoGame via: this.graphics.SynchronizeWithVerticalRetrace = false; base.IsFixedTimeStep = false; And using it as a basis ...
test's user avatar
  • 520
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
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
10 votes
6 answers
22k 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 ...
Smashery's user avatar
  • 375
9 votes
3 answers
6k views

Framerate is affecting speed of object

I'm experimenting with building a game engine from scratch in Java, and I have a couple questions. My main game loop looks like this: ...
Carpetfizz's user avatar
9 votes
2 answers
3k views

Framerate limitation

The most successful competitive game engines like id Tech, GoldSrc, Source and such allow ...
tomsseisums's user avatar
  • 3,376
9 votes
4 answers
18k views

What framerate should I aim for on a mobile phone? [closed]

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 ...
teedyay's user avatar
  • 671
9 votes
4 answers
10k views

How to implement accurate frame-rate-independent physics?

So, I have been working on a project for a while now and recently stumbled across a problem: The common approach to frame-rate independent physics is to either use a fixed update interval (ie. Unity) ...
flotothemoon's user avatar
9 votes
1 answer
2k 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 ...
Oskenso Kashi's user avatar
8 votes
9 answers
4k 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 ...
deft_code's user avatar
  • 7,632

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