User Tag List

Page 1 of 4 1 2 3 ... LastLast
Results 1 to 10 of 34

Thread: Frame Rate

  1. #1
    No Products Registered

    Join Date
    Jun 2006
    Posts
    1,630
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Frame Rate

    Please correct me if I'm wrong:
    Frame rate shouldn't try to gets maximum frames per second instead of speed up all the process? I mean.. frame rate in MMF2 should work to make the game run at its maximum frame per second when the game has a lot of objects, effects and so on. This way, a character that walks X+2, should walk X+2 at any given frame rate.

  2. #2
    No Products Registered

    Join Date
    Jun 2006
    Posts
    1,630
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Frame Rate

    Please correct me if I'm wrong:
    Frame rate shouldn't try to gets maximum frames per second instead of speed up all the process? I mean.. frame rate in MMF2 should work to make the game run at its maximum frame per second when the game has a lot of objects, effects and so on. This way, a character that walks X+2, should walk X+2 at any given frame rate.

  3. #3
    Clicker Multimedia Fusion 2
    BrandonC's Avatar
    Join Date
    Jun 2006
    Location
    PA, USA
    Posts
    931
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Frame Rate

    If you're refering to the fact that games seem to move much faster on 80fps then on 50fps. This is because the ALWAYS event is pulling 80 loops in 1 second, rather then the defaulted 50 loops a second. So when you have an object always moving X + 2, on 50fps its going to move over 50 pixels in 1 second. However, in 80fps, its going to move over 80 pixels in 1 second. If you want to avoid this, turn on Machine Independent Speed, but be careful with this. Because if you tell the game to go up to say 1000fps, its going to skip as many frames as it can, to make sure that your object moves 1000 pixels in 1 second. This means extreme jumping!

  4. #4
    Clicker Multimedia Fusion 2
    BrandonC's Avatar
    Join Date
    Jun 2006
    Location
    PA, USA
    Posts
    931
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Frame Rate

    If you're refering to the fact that games seem to move much faster on 80fps then on 50fps. This is because the ALWAYS event is pulling 80 loops in 1 second, rather then the defaulted 50 loops a second. So when you have an object always moving X + 2, on 50fps its going to move over 50 pixels in 1 second. However, in 80fps, its going to move over 80 pixels in 1 second. If you want to avoid this, turn on Machine Independent Speed, but be careful with this. Because if you tell the game to go up to say 1000fps, its going to skip as many frames as it can, to make sure that your object moves 1000 pixels in 1 second. This means extreme jumping!

  5. #5
    No Products Registered

    Join Date
    Jun 2006
    Posts
    1,630
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Frame Rate

    yeah but even with "machine independent speed" on, the speed of everything increased A LOT.. I just want to say to MMF2: "use the frame rate you need to run my game smoothly, if it's 50, ok then"

  6. #6
    No Products Registered

    Join Date
    Jun 2006
    Posts
    1,630
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Frame Rate

    yeah but even with "machine independent speed" on, the speed of everything increased A LOT.. I just want to say to MMF2: "use the frame rate you need to run my game smoothly, if it's 50, ok then"

  7. #7
    No Products Registered

    Join Date
    Jun 2006
    Location
    NJ, USA
    Posts
    103
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Frame Rate

    Framrate = How many frames are shown every second

    So if you increase the framerate everything is going to speed up. However, if you slow everything down while the frame rate is high, you get a nice smooth effect. MMF unfortunately can't guess what each individual programmer feels is the right framerate. <img src="/center/images/graemlins/wink.gif" alt="" />

  8. #8
    No Products Registered

    Join Date
    Jun 2006
    Location
    NJ, USA
    Posts
    103
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: Frame Rate

    Framrate = How many frames are shown every second

    So if you increase the framerate everything is going to speed up. However, if you slow everything down while the frame rate is high, you get a nice smooth effect. MMF unfortunately can't guess what each individual programmer feels is the right framerate. <img src="/center/images/graemlins/wink.gif" alt="" />

  9. #9
    Forum Moderator Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleMac Export ModuleSWF Export Module
    AndyH's Avatar
    Join Date
    Jun 2006
    Location
    UK
    Posts
    1,445
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)

    Re: Frame Rate

    The Frame rate works a little differently to what you expect when comparing it to 3D games. In a 3D game, as you describe the game will try to obtain the maximum frame rate but all the objects move at the same speed even if the frame rate is 50 or 80. It does this by calculating the time elapsed since the objects last moved, and works out how many units they should move (the distance) based upon that time. So if you have a low frame rate, more time would have passed and the objects must move further than for a high frame rate where less time would have passed.

    Now for 2D games, this approach can be applied (and that is what Machine Independant speed does) but it can make your game look more 'choppy' on slower PC's because things move in absolute pixels and objects are generally smaller.

    In MMF1.5 the frame rate was fixed at 50. With Machine independant speed ON your game would try to run at 50 fps and if not (ie: less) would calculate the distance to move objects. With Machine independant speed OFF, your game would just appear to slow down on slower PC's.

    Everything of MMF1.5 still applies, but in MMF2.0 you have to think a little differently. If you increase the frame rate to 80, then you are going to get an extra 30 frame updates per second at the target frame rate. This means that the event editor runs more frequently and that MMF movements are faster. So you must design your game around 80fps. If you want to allow slow PC's to attempt to play the game at the same speed then you can tick Machine independant speed.

    So you see the concepts are a little different in 2D to what you are thinking for most 3D games in relation to the frame rate.
    Andy H @ ovine.net
    Awful Jokes - a new cartoon every day: http://awful.ovine.net/
    Ovine's games: http://www.ovine.net

  10. #10
    Forum Moderator Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleMac Export ModuleSWF Export Module
    AndyH's Avatar
    Join Date
    Jun 2006
    Location
    UK
    Posts
    1,445
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)

    Re: Frame Rate

    The Frame rate works a little differently to what you expect when comparing it to 3D games. In a 3D game, as you describe the game will try to obtain the maximum frame rate but all the objects move at the same speed even if the frame rate is 50 or 80. It does this by calculating the time elapsed since the objects last moved, and works out how many units they should move (the distance) based upon that time. So if you have a low frame rate, more time would have passed and the objects must move further than for a high frame rate where less time would have passed.

    Now for 2D games, this approach can be applied (and that is what Machine Independant speed does) but it can make your game look more 'choppy' on slower PC's because things move in absolute pixels and objects are generally smaller.

    In MMF1.5 the frame rate was fixed at 50. With Machine independant speed ON your game would try to run at 50 fps and if not (ie: less) would calculate the distance to move objects. With Machine independant speed OFF, your game would just appear to slow down on slower PC's.

    Everything of MMF1.5 still applies, but in MMF2.0 you have to think a little differently. If you increase the frame rate to 80, then you are going to get an extra 30 frame updates per second at the target frame rate. This means that the event editor runs more frequently and that MMF movements are faster. So you must design your game around 80fps. If you want to allow slow PC's to attempt to play the game at the same speed then you can tick Machine independant speed.

    So you see the concepts are a little different in 2D to what you are thinking for most 3D games in relation to the frame rate.
    Andy H @ ovine.net
    Awful Jokes - a new cartoon every day: http://awful.ovine.net/
    Ovine's games: http://www.ovine.net

Page 1 of 4 1 2 3 ... LastLast

Similar Threads

  1. frame rate
    By TheCrimsonTaco in forum iOS Export Module Version 2.0
    Replies: 1
    Last Post: 1st December 2012, 12:58 PM
  2. Low Frame Rate at the beginning of the frame
    By LittleTinyBabyMan in forum Multimedia Fusion 2 - Technical Support
    Replies: 16
    Last Post: 6th June 2012, 11:54 AM
  3. frame rate
    By TheCrimsonTaco in forum iOS Export Module Version 2.0
    Replies: 2
    Last Post: 15th May 2012, 02:04 PM
  4. Frame Rate
    By harrysgames in forum iOS Export Module Version 2.0
    Replies: 5
    Last Post: 22nd February 2012, 08:59 AM
  5. Frame Rate
    By Robert_Matos_Jr in forum Multimedia Fusion 2 - Technical Support
    Replies: 4
    Last Post: 19th August 2007, 08:08 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •