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Theory about skipping frames
#6
In my opinion the article overcomplicates the matter a little. It's actually quite trivial: You cannot skip updating units and their positions, only the drawing of said units. You can draw (1_second - fps * update_time) / drawing_time frames per second without lag. Skipping drawing of more frames than this can make the game run faster, but only up to 1_second / update_time fps, where nothing will be drawn.

The problem is we aren't creating a new game. And if we were, there would be many more ways to optimize the game for modern hardware. The multicore support fail was to be expected. Really.

All in all, optimizations of this kind are impossible or at least too much hassle.
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Messages In This Thread
RE: Theory about skipping frames - by WoRmINaToR - 22.10.2011, 03:53:18
RE: Theory about skipping frames - by AlexB - 22.10.2011, 19:47:51
RE: Theory about skipping frames - by AlexB - 24.10.2011, 17:16:09
RE: Theory about skipping frames - by XTF - 25.10.2011, 18:36:20
RE: Theory about skipping frames - by DCoder - 25.10.2011, 19:43:21
RE: Theory about skipping frames - by XTF - 25.10.2011, 19:57:20
RE: Theory about skipping frames - by DCoder - 25.10.2011, 20:32:04



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