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Thread: Framerate cap not working on device since latest update

  1. #11
    Clicker Fusion 2.5 DeveloperFusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleXNA Export Module
    DistantJ's Avatar
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    I wonder if you can 'downgrade' to the previous version until the issue is fixed?

  2. #12
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
    Francois's Avatar
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    The last version contains a collision detection acceleration, which would make your application only faster. Several people have reported that it makes their application faster. We did not change anything in the sources since many versions that would explain a change in the frame rate. Only faster in the very last version.
    I do think that this is due to another cause. Have you added an object involved somehow in the game? A new counter displayed in the front? A new quick backdrop with a gradient somewhere?

  3. #13
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    Diablohead's Avatar
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    Today I re-installed MMF2 and iOS so currently I am on an older version, when I get time in the morning I will run some tests to see if it still runs slow on my devices before patching/updating mmf to what it is currently.

    The only thing I can think that I added between a working and a broken version is a user made 3rd button to press but that is only "upon clicking" so I don't think that is it.

  4. #14
    Clicker iOS Export Module

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    I seem to be having the same issue. Regardless as to what fps i set in mmf, it runs at 60fps on the device.

  5. #15
    Clicker iOS Export Module

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    I should add i'm using the last official build not beta.

  6. #16
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    Anders's Avatar
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    As mentioned in the other thread using vsync will make it snap to 60 FPS (because the device's screen refresh rate is 60 Htz)
    If you untick it, it should use your FPS settings.

  7. #17
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    Diablohead's Avatar
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    Quote Originally Posted by Andos View Post
    As mentioned in the other thread using vsync will make it snap to 60 FPS (because the device's screen refresh rate is 60 Htz)
    If you untick it, it should use your FPS settings.
    thing is my game now runs extremely poorly with vsync off, like 22 fps and choppy as anything, before this update I was running at a rock solid 30fps no problems.

    Something really is wrong and I am worried that I will have to spend the rest of my time making my game on an older build, so no gamecenter or any other fixes :/

    just to add, I set the game to 60fps and deleted everything transparent so the game had a lot more power spare, still runs about 20fps when the screen scrolls.

    Vsync on = too fast, ignores frame cap
    Vsync off = performance is poor, never was in old builds.

  8. #18
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    Diablohead's Avatar
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    my game is playing in fast forward again, in the morning I will send the cca files and what not to francois, I thought that I fixed it by deleting some create events but sadly it's raised it's ugly head again.

    I have a feeling it's related to the resize x/y stuff.

  9. #19
    Clicker Multimedia Fusion 2 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleMac Export ModuleSWF Export ModuleXNA Export Module
    colej_uk's Avatar
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    I'm having the same problem as Diablohead in my latest project...

    It's quite demanding for an iphone game, I want it to run at 30fps.

    With vysnc on, it runs well but the performance can be anywhere from around 30fps to 60fps. The whole game is designed to be run at 30fps, so delta time based events mean the game speed is all over the place. Also, dropping from 60 to 30fps makes the game appear choppy.

    With vsync off, the frame rate is only around 20fps, sometimes even dropping down to 15.

  10. #20
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    Diablohead's Avatar
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    I found what feels like a fix for this, in Xcode after loading up your game, go to the optimisation level option and set it to fastest/quickest -0s, this improved my performance greatly and kept the game running at 30 like I wanted it too.

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