Unlimited Framerate Mode

Discussion and feedback on Construct 2

Post » Wed Sep 04, 2013 7:35 pm

I've searched the manual and tutorials - is there a way to set this in C2 for testing?
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Post » Wed Sep 04, 2013 7:46 pm

I don't think so. The rendering is automatically capped at 60FPS.
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Post » Wed Sep 04, 2013 7:57 pm

Not at the moment, no. Not sure if this is a browser limitation or a C2 limitation.
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Post » Wed Sep 04, 2013 8:33 pm

It's a browser limitation - most browsers have v-sync forced on (which is a good thing IMO). Some browsers have a way to disable it - you can in Chrome from chrome://flags for example.
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Post » Wed Sep 04, 2013 8:57 pm

Hmm. So what's the best way to test your game to make sure it works properly on low fps machines?
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Post » Wed Sep 04, 2013 9:19 pm

Make sure to use delta time wherever possible.

See this tutorial (and especially the "Advanced considerations" paragraph).

Also, test on a low-fps machine you can have access to and decide it is your "lowest recommended gear".Kyatric2013-09-04 21:19:51
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Post » Wed Sep 04, 2013 10:14 pm

May as well ask real quick: Is there a way to turn off VSync in Node-Webkit? :PJase002013-09-04 22:14:38
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Post » Wed Sep 04, 2013 10:16 pm

@Kyatric - I do always use DT - the advanced considerations is currently what I'm having trouble with. How do you stop an object from "teleporting" through another collision object at low fps if you're using dt to move it (or a behavior)?
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Post » Wed Sep 04, 2013 11:00 pm

Node webkit can have vsync turned off, because it can accept the same command line args that chrome can. You can incoperate them into the manifest, more info: https://github.com/rogerwang/node-webkit/wiki/Manifest-format

Also, low fps can be tested by simply giving the CPU too much work to do, like adding an event that checks collisions thousands of times each tick.Arima2013-09-04 23:01:12
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Post » Thu Sep 05, 2013 12:54 am

@Arima - Sorry for my ignorance, but what would an event like that look like?
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