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Gandalf

Frame rate

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In a very simple demo application I have done the frame rate changes from time to time. Is this normal? Gandalf the White

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if the range of change is more than you want, try locking it at whatever fps you think is good for your program. if you don''t lock it, the fps will range a little. not more than a range of 4 or 6 fps.

JoeMont001@aol.com

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Here is a little test!

The program renders 10 seconds and produce a averange medium value.

56 / 194
53 / 200
57 / 200
53 / 203
59 / 196
52 / 193
59 / 196
53 / 197
56 / 204
54 / 200

The first value is D3DRM and the second is OpenGL.

I use Direct3D HAL with D3DRM and my OpenGL device is
NIVIDIA Riva TNT/Pci.

What do you say?


Gandalf the White

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d3drm s###ck!.

Use instead d3dim or opengl.

The change in framerate is normal. Only if you manage a isometric graphics, you can expected the same framerate (in the case of the cube-rotation for example).
And this framerate (down 60hz) may be because the vsync (flip). And with vsync, you cannot reach more that 60fps (or another depend uppon monitor configuration)




-eng3d.softhome.net-

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You know what? I make one tiny, little change in d3drm just one second from now... and gues what!!!

BOOOMMMM!

Framerate before = 56.
Framerate now = 145.



No!

Framerate before = 56.
Framerate now = 214.




Gandalf the White



Edited by - Gandalf on June 20, 2000 11:16:16 AM

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I never got the concept why someone would want more than 60 FPS. It''s smooth and anything above 75 FPS will be a blur on the screen. Maybe I''m just not a performance junky.

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Since greater than 100 FPS is certainly not needed. You can lock it at whatever you like, and then do calculations on other game data while it''s waiting. This keeps everything running smoothly.

JoeMont001@aol.com

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Gandalf, obviously I have no idea why your framerate plunged with D3DRM, but regarding the fps deviations, I''d say they are minor and normal.

GoofProg and Julio, I see no reason to ever limit an app''s framerate, besides waiting for the monitor vertical refresh. Julio is probably right that anything beyond 100 fps doesn''t help aesthetically, but don''t forget that physics and collision are also improved when performed over a smaller "delta time".

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WOW!

what changes did you make?


tucek

quote:
Original post by Gandalf

You know what? I make one tiny, little change in d3drm just one second from now... and gues what!!!

BOOOMMMM!

Framerate before = 56.
Framerate now = 145.



No!

Framerate before = 56.
Framerate now = 214.




Gandalf the White



Edited by - Gandalf on June 20, 2000 11:16:16 AM


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