Timeline for Framerate limitation
Current License: CC BY-SA 3.0
9 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Oct 24, 2012 at 21:24 | comment | added | Prof. Falken | gafferongames.com/game-physics/fix-your-timestep | |
| Jun 15, 2012 at 10:49 | vote | accept | tomsseisums | ||
| Jun 15, 2012 at 9:50 | comment | added | Roy T. | For competitive gaming it's best to have an even frame rate instead of spikes between 60 and 100 fps since sometimes some actions are frame rate dependent and not time dependent, an equal frame rate lets you get a feel for these actions. Btw note that if you enable VSync your game always has a max fps equal to your refresh rate because (the driver takes care of this). | |
| Jun 15, 2012 at 9:40 | comment | added | user17139 | @DavidLively, Think about laptops, those overheat very easily on a very high frame rate, while with a cap of 60fps (more is useless anyway, even 60 is a bit much, 40 should do) they can control the temperature much better. | |
| Jun 14, 2012 at 16:34 | history | tweeted | twitter.com/#!/StackGameDev/status/213308414552576001 | ||
| Jun 14, 2012 at 14:52 | comment | added | 3Dave | Just out of curiosity, what's the point in this other than freeing up cycles for other processes? | |
| Jun 14, 2012 at 14:33 | answer | added | Roy T. | timeline score: 8 | |
| Jun 14, 2012 at 14:31 | answer | added | Kylotan | timeline score: 7 | |
| Jun 14, 2012 at 14:12 | history | asked | tomsseisums | CC BY-SA 3.0 |