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actual FPS and the max FPS

PostPosted: Sun Mar 07, 2010 6:51 pm
by Game A Gogo
I've been working on a game lately, and there's something I've notice that is quite bothering for me!
When I set my maximum frame rate to 60hz (Which is what I want it), the actual frame rate can drop down to 20-30hz, too bad for the game's smoothness...
But when I set my maximum frame rate to 512hz (Which will never reach...), the frame rate is always constantly 50-60hz, no matter how much actor there is active! woo, game smoothness is unbeleivebly great!
I was going to let it to that, but I realized there might be potential that the game will run faster than 60hz, this will deteriorate the game play by running too fast for some computer faster than mine.

What's up with that? Why isn't the frame rate always constantly 50-60hz when it CAN be held there?

Re: actual FPS and the max FPS

PostPosted: Sun Mar 07, 2010 8:11 pm
by Hblade
Game, your back! :3

Re: actual FPS and the max FPS

PostPosted: Sun Mar 07, 2010 11:46 pm
by Game A Gogo
Let's just say I might be rare o:

Re: actual FPS and the max FPS

PostPosted: Sun Mar 07, 2010 11:54 pm
by Hblade
Ahh well, hopefully you can stay a while :D

Re: actual FPS and the max FPS

PostPosted: Mon Mar 08, 2010 3:14 am
by Bee-Ant
Hblade always post junks, ignore him :P

Hmmm, I think 60hz is the standart frame rate human eyes can catch.
Thats why it always arround 60hz to match it.

wikipedia wrote:The human visual system does not see in terms of frames; it works with a continuous flow of light/information.[citation needed] A related question is, “how many frames per second are needed for an observer to not see artifacts?” However, this question too does not have a single straightforward answer. If the image is switching between black and white each frame, then this image will appear to flicker when the pattern is shown at rates slower than 30 frames per second. In other words, the flicker-fusion point, where the eyes see gray instead of flickering tends to be around 60 Hz. However, for fast moving objects, frame rates may need to be even higher to avoid judder (non-smooth motion) artifacts. And the retinal fusion point can vary in different people, as well as depending on lighting conditions.

Although human vision has no "frame rate", it may be possible to investigate the consequences of changes in frame rate for human observers. The most famous example may be the wagon-wheel effect, a form of aliasing in time, where a spinning wheel suddenly appears to change direction when its speed approaches the frame rate of the image capture/reproduction system.

Different capture/playback systems may operate at the same frame rate, and still give a different level of "realism" or artifacts attributed to frame rate. One reason for this may be the temporal characteristics of the camera and display device.


Read the full article here :
http://en.wikipedia.org/wiki/Frame_rate

Re: actual FPS and the max FPS

PostPosted: Mon Mar 08, 2010 10:21 am
by Game A Gogo
interesting for anyone to know, but I already did ;P

Fuzzy suggested me to let it at 512hz, he tells me that most programming enviroment usually regulates the FPS so it's not too fast to draw.

Re: actual FPS and the max FPS

PostPosted: Mon Mar 08, 2010 12:52 pm
by Bee-Ant
Game A Gogo wrote:interesting for anyone to know, but I already did ;P

Fuzzy suggested me to let it at 512hz, he tells me that most programming enviroment usually regulates the FPS so it's not too fast to draw.

Haha...I thought so,

Hah,no wonder...
Sometimes he suggest me to do something without clear reason as well.
Well, have you asked him directly?it seems we need the explanation from the original troublemaker...

Re: actual FPS and the max FPS

PostPosted: Mon Mar 08, 2010 1:32 pm
by Hblade
Bee-Ant wrote:Hblade always post junks, ignore him :P



Junk posting is fun :3

Re: actual FPS and the max FPS

PostPosted: Mon Mar 08, 2010 9:25 pm
by Game A Gogo
Fuzzy wrote:Most programming environments have a process where it adjusts on the fly. Meanwhile, go as fast as you can. It will be ok (...) because if you figure that out in milliseconds, its way faster than a gfx card can draw
(For the interested, that's 1.953125 milliseconds)
I showed him this thread, and this was his response :P
--
Hblade wrote:
Bee-Ant wrote:something.

Junk posting is fun :3

I beg to differ

Re: actual FPS and the max FPS

PostPosted: Mon Mar 08, 2010 11:37 pm
by Bee-Ant
Bad guy...
Well then, i have asked him about this through email.
Lets wait his response -_-

Re: actual FPS and the max FPS

PostPosted: Tue Mar 09, 2010 12:07 am
by Game A Gogo
There are reasons why I'm not here often! o:

I also forgot to mention that Fuzzy talked about the game and processing from other applications, in which he speculates it takes the extra processing from.

-edit: I placed some sense in my sentence...

Re: actual FPS and the max FPS

PostPosted: Tue Mar 09, 2010 5:48 am
by Bee-Ant
Game A Gogo wrote:Fuzzy talked about the game and processing from other applications

Haha...
Actually, DST and I are his other victims...
Have you tried it?
It's good :D

Re: actual FPS and the max FPS

PostPosted: Tue Mar 09, 2010 11:29 am
by Bee-Ant
Okay, I've got his explanation...

If you set your max frame rate to 60hz, the actual frame rate would fall to 20-30hz...
Well, actually the max frame rate is not actually the max, instead the target. And the actual frame rate is the average frame rate affected by the standart frame rate its 30hz. So, higher your target frame rate, higher the average frame rate. Thats why if you set your target to 512hz, the average would go higher too.

Thats what i get. He didn't explain more the details.

Re: actual FPS and the max FPS

PostPosted: Wed Mar 10, 2010 1:51 am
by Game A Gogo
That... just made less sense to me xD

Re: actual FPS and the max FPS

PostPosted: Wed Mar 10, 2010 2:21 am
by Bee-Ant
Yeah, I just posted what i got...
He didnt explain it well.
I think its not only 512hz, have you tried 128hz?256hz?
Fuzzy said its better to set the target frame rate to be multiple of 8.