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Thread: 'choppy' scrolling with 60 fps

  1. #1
    Clicker Fusion 2.5 DeveloperiOS Export ModuleSWF Export Module
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    Exclamation 'choppy' scrolling with 60 fps

    I am currently working on a platformer and I can't seem to get a smooth scrolling although it says the fps is at 60, with V-sync.
    I have 4 layers, made a simple blocky sprites level using backdrop objetcs (used on layer 2, using layer 1 for scrolling background). I have a total of 53 objetcs and I am using the viewport objects to render the whole thing (using it for doing a cam zoom, so it's always on top of all layers).

    It says my fps is at 60 but when i walk left or right I can see that the the scrolling jitters. It's shaky. Hard to explain but its basically not perfectly smooth. Its as if there was a lack of precision in the pixel position being drawn. I am thinking that this could be an event order issue, but my center display at XXX event is the very last event which should make it smooth.

    I am using mmf2 R255. I tried all the display options, there doesnt seem to be much differences between standard mode or Direct X.

    Thanks for the help !

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    Clicker Multimedia Fusion 2SWF Export Module
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    It is probably a monitor issue (ghosting) and there's not much you can do about it save for buying a better monitor.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module

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    If he notices it as being choppy then that is likely when compared to other games being played on the same monitor.

    @ Shmupper, Have you tried completely removing the viewport object? This is copying the whole screen as fast as it can..just because the overall frame rate is 60, doesn't mean the viewport object is really keeping up with things and updating at 60fps.

    Also, many gamers are "spoiled" with filtered HWA scrolling which scrolls between pixels, which, last I knew MMF2 does not.

    Those are my two thoughts on the matter anyway..I could certainly be wrong.

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    Clickteam Clickteam
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    Certainly sounds to me like it would be the viewport object causing this issue. Try removing the viewport object. If it is the viewport object causing this issue, then you could always uncheck 'Create at Start' and just 'Create' the viewport object when it is needed, then destroy when you've finished using it.

    A simple setup like that should have no issues certainly not in HWA DX8/9.
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    Clicker Fusion 2.5 DeveloperiOS Export ModuleSWF Export Module
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    Thanks for your input guys I will try fiddling with the viewport onject it is probably the culprit. Suck because it is at the heart of my game concept. Unless if there is an alternative to zooming in / out?
    Thanks again !

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    Clicker Fusion 2.5iOS Export ModuleSWF Export Module
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    one alternative is to use the HWA zoom shader (found in one of looki or sphax's shader packs) and another is to use the sub-app and resize it using the window control extension.

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    Thanks SolarB!

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    My problem is basically screen tearing extravaganza. And it doesn't look like it's due to the Viewport object. The best results I am gettign right now is with V sync off and Directx 9. It gives me a super smooth experience except for a huge screen tear right in the center of the screen. I'm so close >_<

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    What graphics card have you got?
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    I have a beast of a computer, i7, 12 gigs of ram, a GTX something with 1gig of Vram. I found out that the best results would be with Direct X 8, fps at 120 with V sync and the frame using Timer-based movements.
    it's perfect. Now the only jerky movement left is in platformer mode, and I am using the Platform movement object so I suspect that it might be something related to the platform movement object not being affected by the timer based movement of the frame thus getting a very funky sync between platform movement and the center display event. ;_;

    Bottom line is I am afraid that my current app settings (120 fps, vsync, DX8) might be very specific to my machine... I don't know if there's an easy way to make it all machines friendly.
    Second thing is I guess I will have to go with my own custom platform movements ;_; sucks I was happy with the platform movement object.

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