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0.01 second timeout / 60 fps limit
I'm working with some light/particle effects and, as I showed Tig, the effects are unable to keep up with the mouse due to the slow framerate. Can we please get a 60fps minimum happening and if necessary, provide a method to enforce 20fps on servers (could have an option to limit to 20/40/60 in serverops, client or perhaps both)
I understand a new client will be coming out very soon (beta atleast) so perhaps it couldn't be available in that version but can we get some higher FPS soon? 40FPS would be a good start.... |
With Graal using the torque engine and everything I'd have expected the FPS stuff to be like normal games. As I've posted before, I can actually notice the 20FPS when I move around compared to other games. It even hurts my head sometimes. :(
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:O Counter Strike : Source is hawing 100 fps :S abit more then graal ^^
but it is 3d xD |
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You know there's a way around that, Twinny. Gani scripts, I've found, are smooth when it comes to following the player and such. I'm not entirely sure why this is, but anything that required following the player is usually suited to going in a gani script.
Although, being able to have quicker timeouts WOULD be nice. Though, I don't doubt that the .05 limit (.1 for serverside) is the reason Graal doesn't lag like crazy (or more than it already does for some people). >.> |
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Basically anything that moves at a fairly high speed on Graal starts to get blotchy. A higher FPS would allow graal to look alot smoother and provide more precise clientside timing (think about those music games where you have to hit exactly on the beat...sucky on a 0.05 timeout >_<) Would be lovely :D [Edit] if people's computers can't handle the increased FPS (lol) then perhaps that frame limiting option would be handy |
A higher framerate would be cool :)
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Graal 3D runs at 60 FPS.
Would be neat to have the option to have a limit at a server, as long it's capped max at 60. And if it was to be implented, if a limit is set, it must be the same for all players on the server, and not that some players run 60 fps and others 20. It's also not possible to do a merge, have one script run 60 FPS and another 20 FPS. Quote:
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I don't know how easy it would be for Stefan to change, but it's definitely worth looking into and pursuing since the time of 20 FPS games is long past.
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Would Graal look funny if it's running at 60fps while scripts are still running at 20fps(for backwards compatibility)? Or would it look the same as it does now?
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A lot of stuff like animations, scripts, npc move()s and player movement are made for 0.05 intervals and will not be easily transformed to a different frame rate. In v6 it is possible to change the frame rate, but it will probably need to be tested a lot before some (new) server could use it. A lot of people on Graal already complain if the behaviour of projectiles is changing slighty, and I personally don't see how the frame rate change could change the game play a lot. What I would like to see more often is nice quests and similar.
For mouse move particles, you could use onMouseMove() to keep track of the exact mouse position and emit several particles in each frame. |
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What is so secret about GraalControl.onMouseMove? It's listed in the GuiControl events.
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If the FPS was ever fixed it should be locked at 60. It's typically the refresh rate of most people's monitors and you don't notice anything higher anyway.
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Trying to get onMouseMove to work but nothing seems to be working for me..
PHP Code:
Script help for 'MouseMove': Clientside: WorldEditor.mousemovescale - float I'm guessing it's only available in v6? |
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Soooo....how long till the v6 beta is signed and released? If it has custom fps, I want to use and test straight away! The high speed projectiles I'm making suck at 20fps
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