Re: [Algorithms] FPS Questions
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From: Keith Z.L. <ke...@dr...> - 2000-07-31 18:12:39
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60fps is the ideal target. Instead of using a timer, what I do is add up the elapsed time from the previous frame until it is greater than 1 sec. at that point I compute the average frame rate and reset to zero. I do it this way because windows has a great deal of variance in the timer function. If you use a multi-media timer you can get better accuracy, but at a cost of performance. Keith DreamForge Steve Wood wrote: > Personally, I use a counter for the number of frames I render, plus use a > timer at 1 second intervals to display the count and reset it for the next > second. I don't have any game code yet...just the collision testing and > 10,000 tris with one point light and ability to 'fly' around the world which > consists of a sphere, a triangular pyramid, and two square boxes. I get 70 > fps at 640x480x32 running a PII-350 with Creative Labs Rive TNT AGP, but > drops down to 55 when the objects completely fill the screen. > > R&R > > > -----Original Message----- > > From: Pai-Hung Chen [mailto:pa...@ac...] > > Sent: Sunday, July 30, 2000 3:18 PM > > To: GDA...@li... > > Subject: [Algorithms] FPS Questions > > > > > > Hi, > > > > (1) Is there a universally agreed way to calculate > > Frame-Per-Second information? > > > > (2) What is the acceptable FPS for today's 3D games? > > > > Thanks, > > > > Pai-Hung Chen > > > > > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |