Re: [Super-tux-devel] FPS
Brought to you by:
wkendrick
From: Ingo R. <gr...@gm...> - 2004-01-27 22:41:45
|
Duong-Khang NGUYEN <neo...@us...> writes: > I think there's really no need to go beyond 25 FPS. I don't know why > people love produce more than 25 FPS. Because there is a quite good visible difference between 25fps and 50fps. Sure once you are at 100fps it gets more or less pointless to go further, since not even your monitor can keep up with screen refreshes, but between 25fps and 50fps there is a visible difference, especially when it comes to fast scrolling action games. And since already many 16bit systems, like the Amiga, would often run at 50fps, I don't see much reason to scale that down on todays even faster systems. However it is often better to keep the frame-rate constant, then to go as fast as possible, so limiting to 60fps or to the refresh rate of the monitor might be a good idea. > In my own project, the screen is even not updated if there's no > change from last frame. CPU time should be kept available for other > tasks. If the game looks good enough to justify using the whole CPU time I see nothing wrong with that, games have after all done that basically forever, they simply aren't really meant for multi-tasking. But sure, pointlessly busy-looping without actually doing anything visible for the player should be avoided. Anyway, with OpenGL one can get the CPU usage pretty much down to zero or at least pretty close to that, since the bottleneck is really just the graphic operations. With software rendering you will on the other side always have a very hard time getting useable framerates in larger resolutions. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |