Low FPS in C2 games is more crippling than it should be?

Discussion and feedback on Construct 2

Post » Wed Oct 15, 2014 10:41 am

ruskul wrote:@sqiddster - I know a way of throttling Frame-rate

Go to graphics cards properties and change refresh rate to 40 hz. This may not be available for all machines but it is a great hack to force 40fps in construct 2 games. I had a lot of headache over a problem related to fps and this is how I managed my testing.


While doing this works (changing the frequency at which the refresh rate is basically change the time between each sync us done, and C2 games work basing themselves on Vsync), not only does it involve the user doing it (assuming he can), but also may not be great for the screen itself (I remember my former monitor having weird lines defiling from top to bottom when that changed), and will not be availiable on all devices out there (eg. Phones, tablets, or even some monitor being incompatible maybe).

It could be done to preview the game, but you should not rely on that trick when making the game public, also, this will not throttle the game, in fact it will make it smoother (maybe that was what you were implying?)
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Wed Oct 15, 2014 6:22 pm

@aphrodite - You are right. This was just a preview hack I use from time to time to test on different framerates.
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Post » Wed Oct 15, 2014 7:46 pm

This is a long thread, and I'm not sure how relevant this, but I'll just add this in from my own experiences:

Having a low framerate in webgl still produces smooth animations.

Having ANY framerate on a canvas produces jerky motion for me, even if it's at 60fps.

How I come to these conclusions:

WebGL enabled browsers on a variety of computers all run it smooth regardless of framerate

My systems without GPU acceleration don't have webgl (VMs and an old linux box) can't run webgl, and no matter what framerate C2 reports movement is very jerky, as if DT is either slighty off or greatly inconsistent (pixel rounding issue for non webgl canvas maybe??).

On mobile, chrome runs C2 games like a champ, but the system browser, again, has no webgl and while it reports 40+ fps, movement is very jerky.

(all movement is based on speed * dt)
Developing Surolace, the survival role playing space game.

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Post » Wed Oct 15, 2014 8:14 pm

@skelooth sorry but that makes no sense. A low FPS is low FPS - for example if WebGL is displaying 15FPS it is not acceptable and would be very noticeable.
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Post » Wed Oct 15, 2014 8:20 pm

@czar you're not understanding jerkiness of motion. Something can be "smooth" at 20fps without looking jerky. Graphics can also look jerky at 120fps. FPS != movement and rendering, only the speed at which they are accomplished. Thanks.
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Post » Wed Oct 15, 2014 9:07 pm

@skeletooth it might be the case that turning webGL off has similar symptoms. I haven't done much testing with that.

@czar this thread has revealed that not all FPS are equal. 30fps with the strain on the GPU feels very different than 30fps on the CPU. The reason for this is dt variation.
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Post » Wed Oct 15, 2014 9:10 pm

Actaully, skelooth has a point. Back when computers had VGA graphics, car racing games had a fps of 16 or 20, and there was zero problem playing them. Of course, none of those games would work on modern computers, and look like trash if they did, but it does show that there's more to it than just fps.
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Post » Wed Oct 15, 2014 9:17 pm

Aurora Australis wrote:Actaully, skelooth has a point. Back when computers had VGA graphics, car racing games had a fps of 16 or 20, and there was zero problem playing them. Of course, none of those games would work on modern computers, and look like trash if they did, but it does show that there's more to it than just fps.


The system in that case had the time to do everything, there was no slowdown involved, thus it was working as expected, varying framerate is the problem in our case I think.
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Post » Wed Oct 15, 2014 9:37 pm

Also games back then were based on the system clock, so they literally ran as fast as the CPU could muster.

I don't know why my curiosity is so piqued but I'm going to muck around later and see if I deduce get a more accurate for frame rate stuttering instead of just randomly wanting to blame it on pixel rounding being wonky in a canvas context or incorrect dt values. I'm a not graphics programmer, but I know enough to shoot myself in the foot :)
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Post » Wed Oct 15, 2014 11:05 pm

I'm not sure if this will help anyone, but here is my experience...

I occasionally get stuttering effects (momentary slow downs) during otherwise butter smooth platform movement. These rarely manifest as a readable drop in fps, but you can clearly see that the game is not running smoothly and the look is unprofessional. I've isolated one cause to creating more than one object and manipulating it (like ray casting / collision checking) during a tick. Particles seem to cause no problem for the engine, however... So I create particles for small effects almost without care, and I make sure that I only ever create sprite objects during run time if I have no other way of achieving the effect I'm after (which is rare, due to my limited imagination at creating special effects... :) ).
A big fan of JavaScript.
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