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Thread: Framerate cap not working on device since latest update

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    Diablohead's Avatar
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    Framerate cap not working on device since latest update

    This might just be me but my game is not running at the default frame rate cap of 30fps when on a real device, it will cap on the pc and used to be fine on devices before now, my MMF has been updated for a few days now and this is the first chance I have had to compile and run it. Vsync is also ticked.

    I checked my files and it still says 30 for my cap, my game runs at the old iphone res of 480 x 360

  2. #2
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
    Francois's Avatar
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    How fast is it running? Can you drop a counter?

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    Clicker Fusion 2.5 DeveloperFusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleXNA Export Module
    DistantJ's Avatar
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    I was gonna say, I noticed when I exported my game as 'iOS Xcode Project', it ran at 50FPS but with some slowdown. When I exported it as 'iOS FINAL Xcode Project' it ran at 60. I actually went back and changed the game to 60 manually to match because I actually think it runs better at 60, but obviously this isn't intentional if it doesn't run at the user's chosen framerate. 'iOS final Xcode Project' also runs a thousand times better. I mean my game is now at a constant 60FPS when it was chugging along with some serious lag before.

    I'm really happy that my game runs so beautifully well now, but obviously users who lower their framerate to 30 don't want to be running their game at double speed when they export a final project.

  4. #4
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    Diablohead's Avatar
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    I can send you the mmf file if required but currently it will average around 47fps, dropping to it's 30ish framerate when the screen scrolls but not always. (on ipod touch 4g) and due to my events I kind of need it to be 30 fps always.

  5. #5
    Forum Moderator Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleMac Export ModuleSWF Export Module
    AndyH's Avatar
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    BTW, would be a good idea if MMF could default the FPS to 60 instead of 50 for newly created applications, as most devices and monitors refresh at this rate.
    Andy H @ ovine.net
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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    Diablohead's Avatar
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    Ran a few more iOS runtime tests today, turned off vsync before compiling and the game would actually run worse, like 20fps when the screen scrolled but 30 while standing still, turned it back on and the game is running faster then it should be especially when not moving the camera. Something somewhere might have gone wrong in the latest mmf update.

  7. #7
    Clicker Fusion 2.5 DeveloperFusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleXNA Export Module
    DistantJ's Avatar
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    Yeah, VSync actually makes quite a big difference in performance, but it seems to run it at 60fps. Can you not adapt your events to run at 60fps?

  8. #8
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    Diablohead's Avatar
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    My game right now is (for me at least) rather full of events, custom movements and effects using alphas and ink effects, it runs at 30fps at the old res as 60fps brings slowdowns. If I was to set it to 60 now I would have to change a lot of values and animation speeds and more then likely remove a lot of effects, here is a screen straight from my ipod 4:



    Top right green value is the frame rate, standing there currently it's 44fps

  9. #9
    Clicker Fusion 2.5 DeveloperFusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleXNA Export Module
    DistantJ's Avatar
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    I getcha, have you tried turning VSync OFF? When I had it disabled my game used to run at 50fps which was what it was set to.

    Game looks great by the way, do keep me posted...

  10. #10
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
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    already have, tried what I can but the frame rate will just not lock any more. Not much I can do about it until it's been looked at on clickteam's end.

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