That’s 30% of our budget for one post-processing effect! I enjoy making little games in C++ and Java, but something has always bothered me, and I've never quite understood how to remedy it. Basically, everything you've learned so far has been captured in a nice API, and as a professional you'll only be using that. Serious problems might occur if you modify the registry incorrectly. The bottom line is this: It’s much more intuitive to handle timings in what they are – the time to calculate something. This sets the maximum frame rate to 60 frames per second (FPS).

This setting does not set the actual frame rate for the remote session client. By using our site, you acknowledge that you have read and understand our Cookie Policy, Privacy Policy, and our Terms of Service. 60+fps – anything higher than 30fps is usually reserved for recording busy scenes with a lot of motion, such as video games, athletics or anything you want to show in slow motion.

To do this, follow these steps: Locate and then click the following registry subkey: Original KB number:   2885213. If you don't have access tu such API, then as other answer states, in Java you can make use of System.nanoTime() and Thread.sleep(long millis, int nanos). If this information would have been given in FPS it would say something like: ‘FPS without post-processing: 2000 FPS, with post-processing: 200 FPS’. You have an oversimplified understanding of how timing works. This article describes a workaround for independent software vendors (ISVs) of remote display protocols to change the frame rate limit in a remote session. Preferably in C++ as that's what i'm working with right now, but answering for Java too would also be helpful, Relying on sleep alone is wrong anyway: you need scheduling at a fixed rate, and specified by you at the nanosecond precision. Sleep in C++ and Java only works in milliseconds. I'll have to look into this.

This sets the maximum frame rate to 60 frames per second (FPS). There are a lot of factors like input latency, rendering time, latency of the driver (by buffering commands for whole frames), additional buffering in your TFT (TVs are even worse as they can perform some post-processing, e.g. But I've noticed some games like Warframe will say "16.66 ms frame time" meaning that their engine was able to somehow sleep with greater precision.

Don’t measure your graphics performance in FPS but in milliseconds per frame/effect. However, to match the simulation time with real time, it's necessary for each frame to be executed every 16.6666ms ON AVERAGE as compared to every time. rev 2020.11.11.37988, Stack Overflow works best with JavaScript enabled, Where developers & technologists share private knowledge with coworkers, Programming & related technical career opportunities, Recruit tech talent & build your employer brand, Reach developers & technologists worldwide, Your assumptions are wrong.

How can I ask colleagues to use chat/email instead of scheduling unnecessary calls? The frame itself does not necessarily have to be executed exactly every 16.6666ms, as long as the simulation is advanced by a fixed amount, you will have determinism in your engine. Follow the steps in this section carefully. Feet per second is a unit of speed; it expressses the number of feet (ft) traveled in one second (s, or sec). Adding analog inputs to your graphics app I once worked with a rendering system that didn’t feel as responsive as we expected from constantly (slightly) above 60 FPS.

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