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Thread: Noticeable Choppiness but stable FPS

  1. #11
    Clicker Fusion 2.5 DeveloperiOS Export ModuleSWF Export Module
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    Re: Noticeable Choppiness but stable FPS

    The only noticeable choppiness I've seen usually occurs with bad programming. If you've got some massive fast-loops that occur intermediately, it's best to spread them out.

    Eg. Instead of Every 1 second: - loop through 100 objects

    Use: Every 0.1 seconds: - loop through 10 objects

  2. #12
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    Re: Noticeable Choppiness but stable FPS

    That may solve choppiness but it can't fix slowdown and it will most likely cause glitches with objects.
    Working as fast as I can on Fusion 3

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    Re: Noticeable Choppiness but stable FPS

    Have you tried checking the V-sync option in the application runtime properties? It can make a big difference on certain machines.

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    Re: Noticeable Choppiness but stable FPS

    I see the choppiness with scrolling without any events, so the case is not related to any loops etc. This "choppiness" happens in some other games than just MMF2- made, though.

  5. #15
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    Re: Noticeable Choppiness but stable FPS

    This is not a CPU related issue. At least, not in terms of programming. This "choppiness" is observable regardless of code being executed- and it occurs with no slowdown to the game. For example, my game WILL continue at "60 frames per second" of gameplay rendered in terms of the tick timer. The player is moved the same distance and the same amount of events occur- my counter that fills up 400 events still clocks in at exactly 6.67 seconds.

    The choppiness appears to be the HWA not rendering every frame for some reason- the game is simply skipping displaying the graphics for just about every other frame during the 'slowdown' time. My 60 FPS games still runs at 60 FPS, but only 30 frames are displayed in the given second or so. Its hard to measure.


    It would be very nice to see this fixed

  6. #16
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    Re: Noticeable Choppiness but stable FPS

    There is definitely no choppiness whatsoever at any point in your game. Most definitely. I am sure it's not noticeable on all hardware.

  7. #17
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    Re: Noticeable Choppiness but stable FPS

    I'm guessing its a hardware compatibility issue.

    I'm running an ATI Radeon Mobility 5650, which can switch to a cruddy "Intel Media Accelerator". Both experienced 'choppiness' on my setup, but its so ridiculously subtle that it took a while to notice the effects at all. I'm thinking I might through together an example with a single graphic switching positions- if its skipping every other frame at any point, it would appear 'constant'

    But its reassuring to hear other people are having no issues at all. Its the kind of thing even on my computer you have to really sit and stare at the screen to notice it going on at all.

  8. #18
    Forum Moderator Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleMac Export Module
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    Re: Noticeable Choppiness but stable FPS

    The ATI cards I used to have would produce less than solid screen updates (in MMF HWA and other 3D accelerated game tools I have used). Since I've been on GeForce cards I have never seen such problems since. MMF HWA at 60FPS is alway solid on my PC's. Perhaps you are suffering from a similar problem with your graphics card.
    Andy H @ ovine.net
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    Re: Noticeable Choppiness but stable FPS

    I'll explore ATI forums for posts about choppiness. I've seen everything from "Hyperthreading" to "Sound Drivers" as the sticky wicket.

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    Re: Noticeable Choppiness but stable FPS

    I have a GeForce 9800 GTX 2+

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