Quote:Original post by ursus
..i now consider setting a fixed frame rate for my next game.
I hope thats a fixed world update rate, not a fixed redraw rate...
Quote:Original post by ursus
..i now consider setting a fixed frame rate for my next game.
Quote:Original post by intrest86
Everything is going 60 because that is as fast as they can run. They are not arbitrarly limiting ther games to 60, they are making games go as quickly as they can and being able to go 60.
What is going to happen to your game when the framerate dips to 30? That is still in the playable range, but if you are updating everything based on a "change per frame" method everything is going half as fast!
Quote:Original post by oliii
there is nothing wrong with limiting frame rate. Sometimes, it's necessary, when the game runs so fast, you get FP inacuracies (mostly on the delta time) so severe it will brake the game. I'd limit it to 100hz personnaly. [grin]
Quote:Original post by TDragon
By limiting the FPS to the refresh rate, you are making sure the program doesn't consume unnecessary CPU time, instead returning it to the OS where it can be used for other processes running in the background. Rule 1 of Programming: Always play nice with multitasking :) (well, maybe not rule 1, but pretty important nonetheless). And of course I'm not advocating that you code with a constant game state update frame rate in mind, but with a constant delta vs. time in mind. Two different cats, and a million ways of skinning each.