Framerate vs. Framerate

Discussion and feedback on Construct 2

Post » Fri Apr 17, 2015 5:14 am

Why does 30 fps in any native/console game means smooth game,
and 30 fps in any Construct 2 game means slow, almost not playable game?

Maybe it's silly question, but I'm just curious
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Post » Fri Apr 17, 2015 6:10 am

C2 is designed to run at 60 fps not 30. To get a realistic comparison stick an elephant on a motorcycle and see how fast it goes.
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Post » Fri Apr 17, 2015 10:59 am

@newt

so why 60 fps?

even next gen consoles usually play 30 fps because 60 fps is too demanding
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Post » Fri Apr 17, 2015 11:18 am

Very very good question. Not sure what @newt is getting at. C2 is obviously designed to run at variable framerates or dt wouldn't be a thing.

The short answer is 'it's the browser makers' fault and they aren't fixing it'.

It's so stupid. All html5 games are unplayable below 60fps. That's totally unacceptable.

A few months ago I filed a Chrome bug report about it. Surprise surprise, haven't heard from them.
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Post » Fri Apr 17, 2015 11:19 am

C2's engine does not cope with rapidly changing values of dt. A browser is always trying to achieve vsync fps, and it might miss a frame which means c2 draws the next frame where the last frame should have been. Then the subsequent frame seems to get drawn with values of dt that don't exactly match, maybe because dt is never predicted it's always historical. This seems to be worst in behaviours like physics and platform...
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Post » Fri Apr 17, 2015 11:20 am

Does this mean that chrome is a small motorcycle and the c2 engine is an elephant?
A big fan of JavaScript.
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Post » Fri Apr 17, 2015 11:41 am

Colludium wrote:Does this mean that chrome is a small motorcycle and the c2 engine is an elephant?


If it was a chrome and C2, it would be more like quicksand and a cheetah. Respectively.
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Post » Fri Apr 17, 2015 11:46 am

C2 is meant to run at the V-sync, however, at 30 fps, the framerate may not be stable enough, and unstable framerate is worse than stable framerate.

That and the browser might f*ck it up, why do consoles go with 30 fps is something I wonder, a console is completely fixed hardware.

Also, dt is not here to cover varying values of the fps at first, but to make games work on different refresh rates (120 fps vs 60 fps).
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Fri Apr 17, 2015 1:29 pm

Here's an interesting and recent blog on managing frame rate in html5. I have no idea if c2 implements these techniques or not, or even if @Ashley thinks they could be viable in the c2 engine given its stage of development. I thought it interesting because it suggests a browser-independent method of managing fps variations, especially for physics...

Can anyone translate this into English? :shock:
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Post » Fri Apr 17, 2015 5:51 pm

There are different size motorcycles, and different size riders. The elephant would be the rider. It is the game in this scenario.
The forum is the crowd at the race, and this thread is where the elephant fell off, the motorcycle crashed into the crowd, everyone died ...horribly.
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