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

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2answers
106 views

How to calculate fps in GLFW?

Just letting you guys know before anything I'm a beginner at programming. I am just wondering how I should go about calculating the fps using GLFW?
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1answer
40 views

Do games developed in Flash have capped frame rate?

I used to be sure that all Flash games are capped to 30 FPS, Edmund McMillen's (Super Meat Boy, The Binding of Isaac) Flash engine games run at that frame rate (personally I've only confirmed the ...
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0answers
37 views

Using “Flag” as foliage in Unity

In many 3D games, players and NPCs will have a "flag" (3d text object) over the head of the character that displays various types of useful information. Unity allows you to create 3d text objects and ...
0
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0answers
28 views

XNA - How to not cap update frequency at monitor refresh rate with variable timestep, vsync enabled?

I want my XNA game to update as frequently as possible (to keep factors such as audio playback and input latency to an absolute minimum) and have vertical sync enabled at the same time. I set graphics....
0
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0answers
48 views

SFML game only runs smooth at high framerate (Windows 10)

I am trying to make my game smooth on low and high fps. Right now, it only runs smooth when I don't limit the framerate. If I run it at 60, then my sprite is noticeably "sluggish". I believe this ...
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0answers
47 views

How to update game handle touch input faster

I'm making a LibGDX game where the player needs to tap to jump. But in this game, the player has to tap extra fast because the player needs to jump extra fast. The problem is, the program can't ...
1
vote
1answer
123 views

Smoothness & performance issues of new game

I've written the basics of a new game which just includes a game loop that can update and render basic game objects so far. I want to ensure that what I've written so far is as good as it can be and ...
0
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0answers
98 views

Game gets 140+ FPS on Macbook Air but gets < 30 FPS on(much more powerful) Windows laptop

I'm using TexturePaint in java to paint the textures of polygons, and if I remove that functionality, the game runs pretty well on Windows, so it's definitely an issue with texturing the game. ...
2
votes
1answer
169 views

How do games like Street Fighter compensate for bad frame rates?

I know fighting games like Street Fighter like to run and are capped to a standard 60 fps. All their combos, animations, chains, etc... are based on frames. So, how do they compensate for slowdowns ...
1
vote
1answer
53 views

Frame rate slowing down after publishing XNA game in VB.NET

I will get to the main question later but I just want to give the backstory here first. I program a game in XNA using VB.NET. As I'm testing the game in debug it works at a certain speed (...
3
votes
4answers
1k views

Gfx.WaitForPresent performance issue

I am making a 2D mobile game and it runs really well (60 fps) on my phone. However, in some cases the performance goes down drastically to the point where it runs at 20 fps or even less. It happens at ...
0
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0answers
46 views

Setting up game loop wait time and FPS

I have been able to set up the game loop method/function, but many objects do their stuff in separate threads. The reason for that is not ensure, that the program is not going to stop working, despite ...
2
votes
2answers
241 views

How can I simulate thousands of things at high frame-rates?

I'm working on a simulation game like SimTower where I'd like to keep track of thousands of items at once. Other games like this, appear to have hundreds or thousands of rooms with elevators with ...
0
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0answers
42 views

Profiling frame rate in shader

I used adreno profiler to profile a mediaplayer shader application: source : https://github.com/crossle/MediaPlayerSurface/blob/master/src/me/crossle/demo/surfacetexture/VideoSurfaceView.java The ...
2
votes
3answers
150 views

Accelerated movement in a specific time to a specific point

I am trying to move my sprite in a specific time to a specific position while using frame-independent or time-dependent movement. My sprite is also accelerated every frame to simulate gravity. I know ...
1
vote
1answer
382 views

Unity stats framerate vs Time.deltaTime

Googling around, a way for calculating framerate and displaying it as text ingame is using 1/Time.deltaTime. However, comparing this against unity stats FPS shows 2 different FPS. Which of it is ...
0
votes
2answers
148 views

How to make score counter independent of framerate

I have a score counter, but I've noticed that the lower the framerate is, the slower it counts. How can I make it so it ignores the framerate? using System.Collections; using UnityEngine; using ...
0
votes
1answer
42 views

Frame Rate Independence for Non-Linear Increases

So while working on my game, I decided that I would have a speed variable increase in the fashion speed += 1/speed; with the goal being that in the beginning it increases fast and then it increases ...
13
votes
2answers
2k 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 Time.deltaTime should make the final ...
4
votes
1answer
225 views

Multi-threading for rhythm game?

I'm trying to recreate a rhythm game. However trying to get the key-presses with SDL2 I ran into the problem, that you can only get an event every time a frame has been successfully rendered (I can't ...
1
vote
1answer
83 views

Pygame time.get_fps() value

I was looking at the pygame.time.Clock.get_fps() method and after puting it inside of the while loop printing and checking it some times, i see that i starts to give its value after five frames (and ...
0
votes
0answers
38 views

How can I lower the cpu usage in kiwijs?

I tried setting the game.frameRate to 30 and the animations are running slower but the cpu has the same load. (That worked before with CreateJS but that library is not focused to games and does not ...
2
votes
0answers
365 views

Unity 5 Google Cardboard VR SDK Frame Rate

I am running the Google Cardboard's official demo which doesn't really have much things on the scene (https://developers.google.com/cardboard/unity/download) on my Personal Unity 5 on my Nexus 5. The ...
0
votes
2answers
152 views

How to adjust my games speed to fps [duplicate]

Hi so i am making a small sort of physics engine, but if your fps is really slow the physics will update slower and objects will move slower. How do i make the speed of objects greater if the fps is ...
2
votes
2answers
212 views

FPS drop when detecting collision (sfml, c++)

So, I have this small class with a collision detection function in it, it's called every frame. When I run the game I get around 8000 FPS, but when the collision function gets called it drops to 2000....
5
votes
2answers
647 views

Can you write the current frame number to a text file?

I am running an experiment in Unity 5 to see the effect increasing the particles of a particle effect has on FPS over time. (this is background work for a much larger piece of work). Currently I write ...
1
vote
1answer
223 views

Frame Rate in Cave Story

When reading on frame rate, i usually encounter the following suggestions: render as fast as possible render to 60 fps I want to make a 2d game that runs in slow computers, and i've been surprised ...
12
votes
2answers
2k 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 for how efficient I am updating and ...
3
votes
1answer
307 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 ...
3
votes
1answer
209 views

Is Update called based on screens refresh rate? MonoGame

My game is running 60fps (Because I'm using a 60hz monitor) but if I would use a 85hz monitor it would be running 85fps. My question is if update is called based on the screens refresh rate or if its ...
10
votes
4answers
3k 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 ...
2
votes
4answers
101 views

How can I achieve a constant drop rate with a variable frame rate?

In my game, I have particles that should spawn at random intervals but with an average rate of x per second. However, the frame-rate varies from around 60 fps all the way to around 3000 fps. I would ...
0
votes
1answer
5k 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 producing very desirable results. If I ...
2
votes
1answer
279 views

What is a reasonable way to avoid GC issues in Unity?

I've been reading about how garbage collection is a big problem when programming games using C#, Java, and the like - if you have a large amount of objects, the GC will run sporadically and scan ...
0
votes
0answers
371 views

SDL2 - Windowed mode, VSYNC active, refresh rate 56hz instead of 60hz

As the topic title says. System is Windows 7 64bit. C++. I am not sure why this happens. The refresh rate in the window is 56 hz (calculated in the application from SDL_GetTicks) instead of the ...
1
vote
2answers
123 views

Can't find out why aren't those collisions framerate independent

I'm making a 2D Platform game and I'm having trouble with my collision detection. It doesn't seems to be framerate independent even though I used deltatime there. The problem is that at 60fps, a ...
6
votes
3answers
2k 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: int FPS = 60; while(isRunning){ /* ...
0
votes
3answers
2k views

SFML game loop and FPS problems

I've been building an SFML engine and I've been very confused on the FPS, frame independent movement and game loop. My particular problem is that I have a variable set to 60 for the frame limit but ...
2
votes
1answer
727 views

How do I implement a fixed delta time step with a SDL_Delay(15ms) precision

So I am using SDL2.0 for making a Game Engine. Where I am having a problem is using SDL_Delay(). SDL_Delay's minimum delay time is 15ms, I've tried everything, and my FPS is Stuck at 64 because of ...
0
votes
1answer
205 views

OpenGL streaming from multiple windows

I am using GLUT library for my research/game. In my game I have 25 windows created using glutCreateWindow(title), and each of them have their own display callback registered using glutDisplayFunc(...
0
votes
1answer
68 views

Should I worry about variable time step for simple mobile 2d game

After going through some articles on framerate independent game design, i found that its not an easy task to implement in variable time steps(it is difficult compared to fixed frame rate, and ...
1
vote
1answer
260 views

How to resize animation in libgdx?

I want to draw an animation, the size of each frame is 500x500px but when I try to resize, the animation seems to rotate... Here the code to load frames and create animation: Texture fireSheet = ...
2
votes
1answer
232 views

What is the difference between framerate independent vs framerate dependent? [duplicate]

What is the difference between framerate independent vs framerate dependent? Can you please give an example.
3
votes
4answers
2k 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) ...
-1
votes
1answer
182 views

Java game runs slower and slower as game runs longer [closed]

I know that this question may be considered off topic, but this is a significant problem. Problem: I have in a java game that I am working on. The FPS counter starts at 250 FPS and in about 2-4 ...
1
vote
1answer
572 views

Locked frame rate

I'm a little bit confused about the way game engines handle frame rate. Correct me if I'm wrong: By my assumptions, usually we have a frame rate which graphical API runs by it and a frame rate called ...
0
votes
1answer
830 views

Issue with fps limiting in XNA

The game I am making runs at 60 fps, but occasionally it will drop lower than that. I want to limit the frame-rate to 30 fps so that those drops will be less noticeable. I don't understand everything ...
0
votes
1answer
660 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 ...
4
votes
2answers
274 views

How can I make sure my game runs on older GPUs than mine?

My game must stay at 75fps to be playable (I'm developing for the Oculus Rift) and I'm optimizing with that hardware in mind. My mid-range Nvidia GTX 650 Ti struggles a little with some Rift demos, ...
1
vote
2answers
448 views

Framerate dependent movement

I'm moving my character controller using Euler integration like this: Vector3 originalPos = transform.position; Vector3 acceleration = Physics.gravity; velocity += acceleration * Time.deltaTime; ...