Timeline for How do I calculate consistent frame timings at 60fps?
Current License: CC BY-SA 3.0
5 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Feb 7, 2013 at 9:32 | comment | added | izb | The question isn't 'how do I avoid dropped frames?' The question is 'how do I best work out how many frames have been dropped?'. There will always be a precise number of dropped frames - you can't drop half a frame, but you can't get an authoritative answer to that from millisecond timings. | |
| Feb 6, 2013 at 19:57 | history | edited | GameAlchemist | CC BY-SA 3.0 | added 2 characters in body |
| Feb 6, 2013 at 18:26 | comment | added | GameAlchemist | 1) the real world case is : garbage collector might occurs (even in Chrome) and make you loose a frame and 2) in Browser like Firefox, and/or slower devices the garbage collector WILL occur (use the memChaser tool to see by yourself how often), so this effect will be noticeable. But the strong reason is : you have to support any refresh rate AND the dropped frame(s) case. Test on several browsers / different devices and i am sure you will be convinced. | |
| Feb 6, 2013 at 16:03 | comment | added | izb | With Matt Kemp's answer, surely the 3-frame-step animation can be solved.. frame t 16 17 17 16 17 17 17 16 17 anim t 16 33 50 66 83 100 117 133 150 effective t 16 32 48 64 80 96 112 128 144 anim index 0 0 0 1 1 1 2 2 2 You are effectively swallowing the error on each frame, trading a tiny amount of motion speed accuracy for smoothness. | |
| Feb 6, 2013 at 14:36 | history | answered | GameAlchemist | CC BY-SA 3.0 |