Timeline for Is good practice to optimize FPS even when it's above the lower limit to give illusion of movement?
Current License: CC BY-SA 3.0
4 events
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| Dec 15, 2012 at 16:21 | comment | added | jhocking | I guess that's what I'm saying, yes. I mean it's very subconscious; I just mean that when someone flicks the mouse right in order to aim at a fast moving target, they'll miss if the game starts turning them a fraction of a second too late. | |
| Dec 15, 2012 at 15:23 | comment | added | ery245gs | Regarding both visual sentitivity and user responce, are you suggesting that users kind of interpolate what position the object sould be in between frames, and try to interac accordingly. So the game sould always "sense" at a faster rate that the FPS. It makes sense. | |
| Dec 15, 2012 at 15:22 | comment | added | ery245gs | Hmm... had not thought of that. My game is kind of at "slow pace", user actions have not so much signiticative influence, because the game tries to assist the user, and tolerates a wide variation in input (think on AngryBirds). Although, if I notice some lack of responsiveness, I can optimize my game logic. | |
| Dec 15, 2012 at 15:00 | history | answered | jhocking | CC BY-SA 3.0 |