Accurate FPS && HUD

??????

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Thats certainly interesting. :)

Leads me to question again what the FPS is acctually checking against. Cause it cant be the number of times the screen is re-drew, cause those numbers seem to be inaccurate when checked using this like fraps...

Who knows :p
 

♥SOURCE♥

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Thats certainly interesting. :)

Leads me to question again what the FPS is acctually checking against. Cause it cant be the number of times the screen is re-drew, cause those numbers seem to be inaccurate when checked using this like fraps...

Who knows :p
He said that F2 FPS was accurate and he provided a screenshot:

I actually explained the situation pretty well in my previous posts in this thread, you should read them again.
 

??????

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Yes, I know it was the F2 FPS he meant :)
 

Kane Hart

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I assume F2 it the true frames displayed and drawn but the whole other part is the tick rate at what the engine runs at? I really don't have a clue what I'm talking about :p
 

??????

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well, the FPS shown from this script shows the number of times the Graphics#update method is called per second, who knows what the F2 FPS is calculating - I thought it would be the number of times the screen is painted by the graphics processor but im not sure yet.
 

cabfe

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I tried your script on my old computer and on the most laggy map I have.

I don't know what your script is showing but it's definitely not the real speed of the game. I wish I had 50 fps on that map :)

accurateFPS.JPG
 

Kane Hart

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I tried your script on my old computer and on the most laggy map I have.

I don't know what your script is showing but it's definitely not the real speed of the game. I wish I had 50 fps on that map :)

accurateFPS.JPG
Funny thing I tried it on a old netbook as well. It seems like the top bar was the legit FPS. The question is was the game besides fps lag etc. Was it moving almost normal speeds just a bit slower? Or was it pure slow motion? 
 

??????

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lol, my script is showing the amount of times the Graphics#update method is being called per second. ^_^

Anyway, seems this script isnt as accurate as it claims. aww well... sue meh  :p
 

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well, the FPS shown from this script shows the number of times the Graphics#update method is called per second, who knows what the F2 FPS is calculating - I thought it would be the number of times the screen is painted by the graphics processor but im not sure yet.
F2 FPS calculates the number of times the program does the following:

1. Clears screen.

2. Draws the objects that it has to draw for you to see something more than an empty black window.

I will repeat what I already told you:

The number of times you call the update method of the Graphics module, does not, I repeat; does not necessarily represents the number of times that the update method draws the screen (new frame). The built in FPS display of Ace represents the times that the screen was drawn.
 

??????

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but like... what is the F2 trying to show...

(trolling now btw) :)
 

Tsukihime

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F2 FPS calculates the number of times the program does the following:


1. Clears screen.


2. Draws the objects that it has to draw for you to see something more than an empty black window.


I will repeat what I already told you:


The number of times you call the update method of the Graphics module, does not, I repeat; does not necessarily represents the number of times that the update method draws the screen (new frame). The built in FPS display of Ace represents the times that the screen was drawn.
So if my FPS was 10, then my screen is being redrawn 10 times, which means things should look really choppy because it's skipping a bunch of frames in between for whatever reason.


My understanding is that when you skip frames, it just means you render every n'th frame --> things look less smooth. 30 FPS would look really choppy compared to 60 FPS


However, what I actually see is a speed up or slow down in the game's speed.
 
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♥SOURCE♥

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So if my FPS was 10, then my screen is being redrawn 10 times, which means things should look really choppy because it's skipping a bunch of frames in between for whatever reason.

My understanding is that when you skip frames, it just means you render every n'th frame --> things look less smooth. 30 FPS would look really choppy compared to 60 FPS

However, what I actually see is a speed up or slow down in the game's speed.
Graphics.update probably sleeps the thread to synchronize the game. Keep in mind that in Ace, things like movement and timers are not time based but frame based. So either a time consuming screen drawing or a time consuming game logic cycle can affect the FPS. Ace will try to keep things synchronized by skipping the drawing of the screen to relieve the pressure, which results in a "choppy" look, as you say, despite the possible success of the synchronization attempt.
 

Tsukihime

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If movement speed was based on frames, then it would make sense for movespeed to double when you double the frame rate.
 

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