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Fps simulation

Started by Zlup Dec 9, 2002 at 3:34 PM 2 replies 300+ views
Original Post
Zlup
Zlup
Hi all Is there any way to code a process of forcing a test game exe ( instead of making it fps free ) to go over the expected frames per second or machine ticks in order to simulate what would happen on a much more powerful machine ? TIA for your help
Monder
Monder
The only way to simulate a more powerful machine is to get a more powerfull machine. Why do you think people would upgrade their machines if there was a way of making it more powerful through software?
Ready4Dis
Ready4Dis
You can skip frames. Basically.. only draw every other frame or so, this would effectively "double" your frame rate (even though it''s not drawing every frame, it will process all the stuff inbetween frames). This is about the only way I know of doing what you said. It won''t really double it, but it will come close to doubling it.

Billy - BillyB@mrsnj.com
EEROOKIE
EEROOKIE
The idea of skipping every other frame render might work, but you might additionally consider changing your update scheme. For example, if you are passing the time delta between the last update and this update, you might artificially pass a smaller amount of time. If you maintain the render speed, this would make the game look like it is in slow motion, but the game logic would behave as it would on a higher speed machine. The one exception to this is any asynchronous events. Network, controller inputs, etc. would still occur at the same rate.

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