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Frame rates
Topic Started: May 18 2009, 03:55 PM (935 Views)
Despellanion
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skarik
May 19 2009, 01:24 AM
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Classic ^_^
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Reikyrr
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Sothh
May 19 2009, 05:15 PM
@Jay Possible, saying stuff like that is not going to make us respect you. That just shows what you are, a sad little man with nothing better to do then run around saying: "Oh no, I am a noob."

how sad...

@every one else, I am not saying this works, or could have worked, or any thing. I am just saying this was my idea, maybe it was wrong, but I though it might work so I posted.

Maybe I am just screwed, but I still don't see why it would not do what I said it should do, double the speed of every thing when the frame rate drops to keep the game running smooth.
room_speed == max fps limit.
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zeo
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@Sothh, setting speed cap higher will increase speed (If your hardware allows it), however when the execution gets slow setting the speed cap higher will NOT magically make everything else but rendering execute faster. (Remember, fps is quite useless for everything else but showing how well the game performs)


I can give you an example:
I have a object moving 5 units every second at 60 fps, then if performance suddenly drops to half, we still want the object to move 5 units every second, setting the room_speed variable to 120 wont affect anything, as the performance will still be same.


That's why we need to calculate a variable to make the unit move faster on each step, aka, even if we only have about 2 fps, the unit still moves 5 units every second.
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ashrat3000
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Quote:
 
Lets say your moving forward at 5 units a step. If you double your room speed your doubling your steps, so after doubling your room speed it would be the same as moving 10 units a step.
Wrong.
I see what your doing, but thats not what happens.

Lets say your moving at 5 units per step. In one second, 60 steps (frames) pass by.
So you would have moved 300 units.
If your game is running at 120 fps, this does not mean you move 2.5 units per step
You are still moving 5 units per step, its just that your game is doing 2 steps in the time it used to do one.

Room speed just gives the maximum fps. You can change room speed to 999, but its not going to change how fast you move because your game would still be running at 15 steps/second.

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skarik
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Code:
 
Today's Random Stickman Fact:

-Each room has it's room speed set to 9999.

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Sothh
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Thanks, I under stand room speed and fps a lot better now.

Some thing else I have been thinking of, a movie plays a 30 fps, so why does games seem so slow at that speed? Why don't we just make games that are made to play at 30 fps (using the room speed fps cap)? Then our pc's could run them much better.

I don't know, just another idea.

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Reikyrr
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A movie has blur antialiasing and that kind of effects, Also the cameras of movies tend not to move too much.
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ashrat3000
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Most movies run at 24 fps.
Why?
Because it gives the film a much more tense, action-y feel.
If it were at 60, the action scenes would look too smooth and boring.

Games, however, dont look good at less than 30 because you are in control of the action. When you give input, your brain expects a reaction. If that occurs like 0.25 seconds later, your brain rejects it.

Personally I like my crysis running at 21-24 fps. Makes the game feel more like an action movie.


And your pc will run the game as fast as it can. Capping at 30 wont make it run 'better'.

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Sothh
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OK, I under stand.

I should have said 'smother' not 'better' because if your PC can run it easily at 30 fps and you cap it at that the fps wont jump around.
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But you can make the Bastard work for it.”

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giroman
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wtf people.....I said WITHOUT using complex codes and pyphagarus theory haha
So there is no simple commands to limit or skip frame rate....its a shame.....
I think even with all those calculations guys, it will never run at a constant frame rate
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skarik
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To limit frame rate, just set your room_speed.

To skip frames, just have the code in the Control object skip. It should be external_call(global.u3d_render). Skip that.

Also, we're not trying to run the game at a constant frame rate. We're making the calculations of the game run at a constant rate, not frame rate. Just make a simple 2d game in Game Maker and mess with the room speed and fps to check what we're blathering on about. The lower the room speed and therefore fps, the slower the game. The higher the fps, the faster the game. Increasing the room speed just increases the fps's limit. Using U3D, it's best to set room_speed to 9999.
Edited by skarik, May 25 2009, 05:24 PM.
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zeo
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giroman
May 25 2009, 12:43 PM
wtf people.....I said WITHOUT using complex codes and pyphagarus theory haha
So there is no simple commands to limit or skip frame rate....its a shame.....
I think even with all those calculations guys, it will never run at a constant frame rate
No complex code or calculations are used for this.

This is relatively simple.
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Eansis
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skarik
May 19 2009, 04:12 PM
No. If your frame rates drop to 30 and your room speed is still 60, changing room speed to 120 is not going to double the FPS.


@Zeo
Delta time. It's always a good idea to use that. I made my own DLL to prevent any loss of time while calculating it - I take a weighted average of the last 300 steps, you see - and it works nicely. It keeps games and sound in sync too.


Just remember noobs: Room speed doesn't affect the FPS in any way except in limiting it.
How the heck does taking an average of the last 300 steps help anything at all? The problem is sudden and inconsistent FPS drops. If you need to wait 300 steps what is the point of delta time at all?
Edited by Eansis, May 25 2009, 09:07 PM.
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Til'c
 
Things will not calm down Daniel Jackson. They will infact calm up.
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Reikyrr
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also my pc tends to lie about fps speed.
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Eansis
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roelor
May 25 2009, 09:19 PM
also my pc tends to lie about fps speed.
Never rely on GM functions for delta time.
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Til'c
 
Things will not calm down Daniel Jackson. They will infact calm up.
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