DT and Dropping Frames
Posted: Fri Sep 22, 2017 5:19 am
Hello all
I recently released a game of mine, and it has been great! However, someone who did a youtube let's play of it ran into an issue. In their words:
"I recommend looking into enabling a "frame-skip" option for your game, otherwise anybody capturing your game at 30fps is going to run into the same slow down that we experienced during the video...I've been told in the past it's a very simple thing to enable, and ensures the game looks great in anyone's video, regardless of the framerate they capture at."
I made the foolish foolish mistake of not considering dt when I developed the game. Vsync was always on and I assumed everyone would be playing at 60fps.
So I have some options I'm weighing.
1. Firstly, is the 30fps capture software really the issue? I'm hesitant to believe it's the capture software as in the video the game wasn't locked consistently slow, it would just dip into pockets of being slow. So can the issue be solved by simply reducing the number of particles on screen for instance? To just make the game run faster? Or to include lower graphics quality settings?
2. If not, should I attempt to incorporate dt into every timer and variable change in my code? or
3. Should I attempt a frame skip as mentioned here. Would that solve the issue they mentioned?
Any help would be much appreciated! Apologies if my wording was unclear or off.
I recently released a game of mine, and it has been great! However, someone who did a youtube let's play of it ran into an issue. In their words:
"I recommend looking into enabling a "frame-skip" option for your game, otherwise anybody capturing your game at 30fps is going to run into the same slow down that we experienced during the video...I've been told in the past it's a very simple thing to enable, and ensures the game looks great in anyone's video, regardless of the framerate they capture at."
I made the foolish foolish mistake of not considering dt when I developed the game. Vsync was always on and I assumed everyone would be playing at 60fps.
So I have some options I'm weighing.
1. Firstly, is the 30fps capture software really the issue? I'm hesitant to believe it's the capture software as in the video the game wasn't locked consistently slow, it would just dip into pockets of being slow. So can the issue be solved by simply reducing the number of particles on screen for instance? To just make the game run faster? Or to include lower graphics quality settings?
2. If not, should I attempt to incorporate dt into every timer and variable change in my code? or
3. Should I attempt a frame skip as mentioned here. Would that solve the issue they mentioned?
Any help would be much appreciated! Apologies if my wording was unclear or off.