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Questions tagged [frame-rate]

The frequency which an imaging device produces unique consecutive images. It is most often expressed in frames per second (FPS).

1 vote
0 answers
126 views

My game loop looks roughly like this: ...
pan's user avatar
  • 111
7 votes
4 answers
3k views

I read that frame rate depends on the monitor's refresh rate, as described in the following Japanese article: https://siv3d.github.io/ja-jp/tutorial2/motion/#181-%E7%B5%8C%E9%81%8E%E6%99%82%E9%96%93%...
shingo.nakanishi's user avatar
1 vote
2 answers
128 views

I'm using a simple MonoBehaviour that causes GameObjects to change their position based on a ...
DemonicTree's user avatar
0 votes
1 answer
208 views

I have tried vSync, but in other forums I have read the vSync ignores the targetFramerate. Is there a way I can keep a 20 FPS cap without screen tearing? In my game I am trying to achieve a nostalgic ...
IcedSundae's user avatar
0 votes
0 answers
275 views

I have an Unity app that requires a stable fps in editor. The fps itself is really high anywhere from 200 to 280 the problem is that is not consistent. I tried to limit it with the code belove but it ...
Ivan's user avatar
  • 379
1 vote
0 answers
394 views

In Ursina, how can I programmatically obtain the current FPS count as number (like extracting it from the fps counter in the upper-right corner)? I need this for phyiscs calculations in Ursina. I have ...
EarthAndMoon's user avatar
1 vote
1 answer
112 views

I'm trying to learn how to adapt my old values to new values. First of all, I don't use delta time at all. My game has lock with 30 FPS and I want to lock it with 60 FPS, I wrote all my values in ...
dt_'s user avatar
  • 11
0 votes
1 answer
180 views

Good Afternoon, I'm trying to move three objects from their current position to a shared target position based on speed. Once they reach the target position, they move to a shared respawn location and ...
PayasoPrince's user avatar
1 vote
1 answer
110 views

What if, instead of multiplying all my values that change each frame by delta time, I just increased one number in increments multiplied by delta time, and used that number to advance to the next ...
biscuit's user avatar
  • 13
0 votes
1 answer
495 views

I have a peer to peer game where both clients are running their own frame simulation. I'd like to sync the frame ticks so both peers know eachother's frame. But I"m having a bit of issue with ...
Kayla's user avatar
  • 107
0 votes
1 answer
398 views

In lots of WebGL online games (all games I tested were made with Unity), my FPS is sometimes higher than the max, FPS setting of my PC (75), but why?
EarthAndMoon's user avatar
0 votes
3 answers
515 views

My problem: I am using a coroutine to add a typewriter effect to my texts, but the delay (using yield return new WaitForSeconds();) isn't consistent on different ...
DemonicTree's user avatar
2 votes
0 answers
1k views

I have been working for quite a lot of time with the Unity 2020.3 LTS releases and everything seems to be running smoothly when building for the Android platform. I recently decided to upgrade the ...
Panagiotis Iatrou's user avatar
0 votes
0 answers
226 views

I am running some old OpenGL 3D application. I don´t have source code from the application but I assume it was implemented with OpenGL 2.0 or 2.1. I am running it on Windows 10 on Intel UHD graphics ...
david's user avatar
  • 1
0 votes
1 answer
392 views

When I run the program at 60 fps, I get 0.016 seconds per frame most of the time, then 0.017 s once every few frames. A similar thing happens for 30 fps, varying between 0.033 and 0.034 seconds per ...
Domonicx's user avatar

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