1 decade ago
by schme16
Now, feel free to tell me all the reasons why I'm silly for even wanting it, but is there a way to have the framerate higher than 60fps.
Obviously setting it to 120 or any other 60+ value doesn't work, but I'm mostly curious as to why; Is this a limitation of browser? or a hard set limitation of the engine? or simple part of the canvas spec?
Cheers guys!
1 decade ago
by dominic
The
fps
parameter is actually ignored completely in Impact 1.20. See the documentation for
ig.main().
The current Impact version uses
requestAnimationFrame now, instead of
setInterval
. This allows the browser to schedule the animations better and should produce smoother results.
Paul Irish wrote a bit more about it.
The reason it's bound to 60fps is, that you display's refresh rate is 60hz. Drawing more than 60fps wouldn't make much sense, because they will never get displayed.
I have a weird FPS loss issue running my game in Windows 7 64 bit on Firefox 16.0.2 and the Impact 1.20 debugger. The FPS remains stead at around 60 FPS but after I open an dialogue overlay using jQuery and then close it after a conversation has occured the FPS starts to steadily drop to less than 30 FPS.
Oddly enough I don't get this issue when running in Chrome or Safari for Windows. This leads me to believe that there is some problem with the browser memory allocation or rendering somehow. Is there a workaround? I can provide code snippets if it helps explain better.
1 decade ago
by inkajoo
How do you make a game run at 30fps?
I have exactly the same question : i would like to know if it's possible to set the FPS game at 30 and not 60, on IOS.
My game shakes with a fps between 55 and 60 on my ipad3, and i was hoping that putting it at 30 will solve the pb. (i'd prefer to have a stable 30 than a shaky 60)
Is it possible for example to set it in Xcode, in a file of Ejecta ? If yes, how ?
Thanks!
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