Max FPS again - Is it possible?

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  • hi everyone, hi Ashley

    Yes I know this problem is old, but I will still try, because this problem is important to me, as well as to many others on this forum.

    I am transferring my projects from C2 to C3 and I have games with physics, which have become difficult to play on modern monitors with a high refresh rate.

    I understand your arguments against limiting fps, I know that there is an old bug in Google Chrome, but maybe we should give such an opportunity to choose, at least when physics is used in the game? In addition, there is experience GDevelop that can be studied in this direction.

    I have plans to create new games using physics, but I do not take on them, because I know that the logic of the game will break due to this problem.

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  • It's a difficult problem - if you run at v-sync rate, you can't use a fixed time step, otherwise the speed of the game changes depending on the display refresh rate. I suppose you could use a fixed framerate based on timers, but it would probably look janky, as it's no longer aligned with the display refreshing. I suppose also physics could be run with separate fixed timesteps and v-sync independently of that, but it's quite a complex thing to implement, and it also multiplies the CPU usage.

    I think it's still possible to design reliable physics games with a variable time-step - it does add some nondeterminism, but you can change the steppings to increase precision (at the cost of more CPU), and then your game design needs to avoid knife-edge balances since those could fall either way with small nondeterministic results - but those won't do something like push a ball over a wall as they're too small, so as long as you have robust designs, it should be OK.

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