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frame rate #73705
05/10/06 06:33
05/10/06 06:33
Joined: Mar 2004
Posts: 71
Scotland
westray Offline OP
Junior Member
westray  Offline OP
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Joined: Mar 2004
Posts: 71
Scotland
Why is it that if I run windows media player and run my game I get an fps of 230,and without media player running I get an fps of 60 fps.

Re: frame rate [Re: westray] #73706
05/10/06 06:40
05/10/06 06:40
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
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Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
Just a few questions to see if you have the exact same symptoms I have:

1. If you set fps_max to 60, what is your frame rate? I get 32.
2. If you set fps_max to 200, what is your frame rate? I get 63.
3. If you set fps_max to 360, what is your frame rate? I get 270.
4. Finally, in a level containing a small block and a single entity, is your frame rate static or does it fluctuate wildly? Also, is the motion very jerky? In my case, it fluctuates wildly and all motion is very jerky.

If all of these are true for you, then you're experiencing the exact same symptoms I am. When I freshly installed Windows XP, I never had this. Until I double-clicked an AVI, which opened up Windows Media Player (of which I wasn't expecting), the frame rate was behaving normally. Upon doing so, it always has done this and no matter what I do, I cannot prevent it. It makes running experiments much less reliable.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: frame rate [Re: ulillillia] #73707
05/11/06 15:41
05/11/06 15:41
Joined: Jun 2005
Posts: 656
G
Grafton Offline
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Grafton  Offline
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G

Joined: Jun 2005
Posts: 656
When you run media player, are you running the game in window mode? That would explain it.


Not two, not one.
Re: frame rate [Re: Grafton] #73708
05/12/06 05:12
05/12/06 05:12
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
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Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
In my case, I'm also running in windowed mode, except I don't have Windows Media Player running (nor do I know where it is to run it with). Normally, with fps_max at 200 and with nothing in the view at all, I should expect to come very close to 200 fps, but I only manage 63. I have other experiments I wanted to do, but with this behavior, the results are very unreliable due to a very large margin of error (about 30%, likely more).


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: frame rate [Re: ulillillia] #73709
05/12/06 08:47
05/12/06 08:47
Joined: Mar 2004
Posts: 71
Scotland
westray Offline OP
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westray  Offline OP
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Joined: Mar 2004
Posts: 71
Scotland
Josiah:- The game is being run in fullscreen mode.

Re: frame rate [Re: westray] #73710
05/16/06 11:01
05/16/06 11:01
Joined: Jun 2005
Posts: 656
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Grafton Offline
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Posts: 656
Ok, I was asking because in full screen mode, the fps should max out at your
monitors refresh rate, usually 60, or 70. In window mode, the engine dosent
V-sync so you can get much higher FPS like the 230 you stated. I thought that
might be the case.


Not two, not one.
Re: frame rate [Re: Grafton] #73711
05/16/06 13:14
05/16/06 13:14
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
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Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
I always use windowed mode when testing. In my case, even with fps_max at 200, I'm only getting 63 fps....


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: frame rate [Re: ulillillia] #73712
05/21/06 08:35
05/21/06 08:35
Joined: Jun 2005
Posts: 656
G
Grafton Offline
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Posts: 656
Ulillillia, me too.

I get ~64 fps in window mode. I didnt notice it till your post, and tried it
myself.

I create a large hollow cube in wed and, save it as "test.wmb", and use this as
the only script;

Code:

var video_mode = 6;
function main(){ level_load("test.wmb");}



The crazy thing is, that in this most simple level, the fps cycles from 75 to
63 about every second.

I use f11 to see the fps. It flashes 75 and spins down to 64 within the space
of ~1/2 second, remains at 64 for ~ 1/2 second then drops to 63 for a frame or
two before repeating. Using triple buffer makes no difference at all.

This happens with 6.31 and the latest build. I remember getting much higher fps
than this in the past in window mode, so I am wondering if maybe it is an
graphics driver issue?

My machine is a 3.0 ghz pentium with 2gb sdram and a geforce fx 5600 256 ram.
So I believe I should be getting much higher fps in window mode in an empty
block with the most minimum script!


Not two, not one.
Re: frame rate [Re: Grafton] #73713
05/21/06 19:10
05/21/06 19:10
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
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Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
So I guess I'm not the only one having it. Josiah, if you set fps_max in your script (in the main function) to 200, 60, and 1000 in your empty level, what is your frame rate? In my case, I get 64, 32, and ~270 for these. My experimental level, at it's simplest, is nothing more than a single 64x16x16 block (or something like that, but not hollowed out) with the default texture assigned to it.

When I first installed XP Pro, everything was normal and I was using 6.31.4. As soon as I installed the 6.40.4 (or 6.40.2?) update, the frame rate seemed to always snap at some power of 2 which makes it very difficult to fix and get back to normal. I once reported this as a bug, but as it seems, others are getting it as well. I tried the d3d_triplebuffer thing and it didn't work. I tried going into the display settings to turn on vsync and that didn't work no matter how I did it.

I'm trying to get it so that my 2D game run exactly on 60 frames per second in both windowed and fullscreen modes. At the 64 fps I'm getting, it plays back faster than it should and it causes both of the logos (the Gamestudio logo and my own logo) come up and disappear in under a second at 270 fps. Also, because the frame rate is not in sync with the monitor, the motion is somewhat jerky (as if watching a video and 1 frame was being skipped after 19 normal frames (like having the frame displayed go something like 17, 18, 19, 21, 22, 23, ..., 38, 39, 40, 42, 43, 44, and so on where frame 20, 41, 62, etc. are not displayed at all).

I only use windowed mode for testing, except if the test involves going to fullscreen to test if the function works (and to fix the bugs if there are any).


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: frame rate [Re: ulillillia] #73714
05/21/06 23:54
05/21/06 23:54
Joined: Jun 2005
Posts: 656
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Grafton Offline
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Posts: 656
Hi ulillillia, Ive read a couple of threads where you have described this
phenomenon, so I am somewhat familar.

I have v-sync turned off in my adapters settings, and I have the newest drivers.
Here are my results using the f11 Statistics Panel;

fps_max = 60; //32 fps (under 63
fps_max = 64; //63 fps
fps_max = 200; //63 fps
fps_max = 300; //63 - 152 fps? very erratic
fps_max = 400; //142 - 242 fps? very erratic
fps_max = 500; //507 fps
fps_max = 600; //~352 fps? erratic
fps_max = 700; // and higher give ~576 fps? erratic

Strange!

The manual says the range is 10 - 400 default 240.
at the default 240, I get the cycling I described above
and ~63 fps. If I set the max to 64 however, I still get
63 fps but the cycling disappears. As a matter of fact,
around 64 is the only place I can set it that gives a steady
fps.

I get a different result though when I use my own fps calculator
that averages frames. The fps stays at 64 when fps_max is 64 or 400!


Not two, not one.
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