How do I create artificial lagging for testing?

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Post » Tue Nov 26, 2013 11:02 pm

My game react weirdly when the framerate drops. I'm working on some fixes to avoid this. The problem is: it's difficult for me to test how the game react when the framerate drops because the game always runs on 60fps on my machine.

Would any of you know of a way to artificially crate lags for testing purpose? Sometime more efficient than "running other games in the background" :P
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Post » Tue Nov 26, 2013 11:05 pm

If there's a way in construct itself for testing that, that would be awesome. Otherwise, I'm open to more "creative" solutions like spawning 1 bazillions sprites in the background or stuff like that. Anything that would be fairly consistent.
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Post » Tue Nov 26, 2013 11:11 pm

HTML5 uses V-sync as default, sometimes it would be choppy performance.

There no way to create artifical lagging until you use old computer with fullscreen doesn't make fixed resolution.
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Post » Tue Nov 26, 2013 11:13 pm

Stick in a particles object going full blast.
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Post » Wed Nov 27, 2013 2:23 am

[QUOTE=newt] Stick in a particles object going full blast.[/QUOTE]

^^^This. Boony2013-11-27 02:24:57
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