BlackCoatDalov
Member
Hey all,
I'm a bit baffled here. I was working on my game, Slayers, Inc., and I noticed that if I set my room speed to 60, it would run at around 35-45 fps for a colleague of mine when they tried it on their computer, but still ran at 60 fps on my side.
"Oh, it's probably their computer or something they're running in the background", I thought, with all the hubris of a king. Annnd then it happened to me.
At first, I figured it might be something in my game dragging things down, some unnecessary calculation being run too often or a script that never stopped. But even disabling those, the problem persisted (for reference, my game is like Risk of Rain mixed with The Binding of Isaac: lots of enemies, lots of debuffs and damage-over-times).
Then I figured it was that fancy delta_time code I put in the game to handle any lag that happened more gracefully, provided by the wonderful Lucas C at this webzone.
So I took the delta_time shenanigans out. Still happened.
Set the room speed to 120? Game ran at a smooth 60 fps on a 60 Hz monitor, a rough 65-85 FPS on a 120 Hz monitor.
I even made a fresh project, where there was one object that drew text to the GUI showing FPS and room speed, and well...
...huh.
So, at the end of this long, winding road is my question: what am I missing? Why are all of my projects running below the room speed I give them? Is there some setting in the Preferences that I borked? ny feedback and thoughts are appreciated. I coul just make my room speed be 200 or above and call it a day, but I don't wanna slap a bandage on like that, knowing that it might (figuratively) melt lower-end hardware for a game that looks like it came from the mid-SNES-era.
Edit: And Ido realize FPS and room speed are not the same thing (if I'm not mistaken, room speed is calculations time, FPS is rednering time, FPS aspires to cap out at room speed), but I used to work on projects with nod delta_time and with room speed at 60, and fps would match that 60 unless there was something that caused lag (ie too many objects)
I'm a bit baffled here. I was working on my game, Slayers, Inc., and I noticed that if I set my room speed to 60, it would run at around 35-45 fps for a colleague of mine when they tried it on their computer, but still ran at 60 fps on my side.
"Oh, it's probably their computer or something they're running in the background", I thought, with all the hubris of a king. Annnd then it happened to me.
At first, I figured it might be something in my game dragging things down, some unnecessary calculation being run too often or a script that never stopped. But even disabling those, the problem persisted (for reference, my game is like Risk of Rain mixed with The Binding of Isaac: lots of enemies, lots of debuffs and damage-over-times).
Then I figured it was that fancy delta_time code I put in the game to handle any lag that happened more gracefully, provided by the wonderful Lucas C at this webzone.
So I took the delta_time shenanigans out. Still happened.
Set the room speed to 120? Game ran at a smooth 60 fps on a 60 Hz monitor, a rough 65-85 FPS on a 120 Hz monitor.
I even made a fresh project, where there was one object that drew text to the GUI showing FPS and room speed, and well...
...huh.
So, at the end of this long, winding road is my question: what am I missing? Why are all of my projects running below the room speed I give them? Is there some setting in the Preferences that I borked? ny feedback and thoughts are appreciated. I coul just make my room speed be 200 or above and call it a day, but I don't wanna slap a bandage on like that, knowing that it might (figuratively) melt lower-end hardware for a game that looks like it came from the mid-SNES-era.
Edit: And Ido realize FPS and room speed are not the same thing (if I'm not mistaken, room speed is calculations time, FPS is rednering time, FPS aspires to cap out at room speed), but I used to work on projects with nod delta_time and with room speed at 60, and fps would match that 60 unless there was something that caused lag (ie too many objects)
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