grrrvahrrr
Member
Hi! I can't seem to find an answer anywhere - when debugging what FPS is considered to be reasonable? At what point do i have to start to worry about optimization?
So if it is above 60 all the time, everything is good? My game is pretty small and i don't think FPS would ever drop below that, but i just sometime see people post a complicated thing they programmed and add something like "and it runs only at **** FPS in debugger" and i don't understand how good that number is.If your game can stay above your target FPS without issue, that's all that matters.
That number shows how fast your game could theoretically run, given an infinite framerate. It's mostly used for checking how optimized something is. The closer something is to the FPS of an empty project, the better optimized it is. Most of what you've seen is people flexing about how well they were able to make something complicated run. Generally though, this isn't the kind of thing you need to worry about!So if it is above 60 all the time, everything is good? My game is pretty small and i don't think FPS would ever drop below that, but i just sometime see people post a complicated thing they programmed and add something like "and it runs only at **** FPS in debugger" and i don't understand how good that number is.
if fps_real <= room_speed
{
show_message("FPS Alert.");
}
As long as it at least meets the "room_speed" it is good (the default room speed is 60 steps per second in GMS:2). However that performance in testing will depend on your system. I usually like to test on lower-spec computers to see how it performs as that will make it clear if there are optimizations that can be made.Hi! I can't seem to find an answer anywhere - when debugging what FPS is considered to be reasonable? At what point do i have to start to worry about optimization?
The human brain doesn't calculate things in fixed ticks, and the world around us doesn't visually update at a fixed rate, so frames per second aren't really applicable to human vision. Unless there is something seriously wrong with their vision, humans can absolutely notice the difference between 60FPS and above. Otherwise, the world wouldn't look as smooth as it does! Most consoles run capped at 60 FPS, and newer ones like Xbox Series X and PS5 cap out at 120 FPS.I believe the human eye doesn't see faster than 60fps, after 60fps things seem to and run smoother.
Consoles like xbox and PS run at a capped 30fps.
What you could do to not actually have to worry about this is create an object if you haven't got one already, and do something like:
So this will pop up if you frames hit a low, you can then probably see what you've done to cause it.GML:if fps_real <= room_speed { show_message("FPS Alert."); }
Alternatively you could also draw the fps in game and monitor it.
Personally I'm not thinking about fps, I've never had to especially in 1.4(less buggy).
Keep on coding!
I don't claim to be using the correct terminology, perhaps it has to do with flicker rate instead of frame rate. But further more if you've got an object moving at 60fps, but you're viewing it at 30fps then you'll only perceive fractions of the movement. If you perceive at 15fps you'll see gaps(looks like it teleports into the next key). Alternatively, if you're viewing at 60fps and the object moves at 30fps, you'll have more time to process the movement information.The short answer is that you may not be able to consciously register those frames, but your eyes and brain may be aware of them.
For example, take the 60-frames-per-second rate that many have accepted as the uppermost limit.
Some research suggests that your brain might actually be able to identify images that you see for a much shorter period of time than experts thought.
For example, the authors of a 2014 study out of the Massachusetts Institute of Technology found that the brain can process an image that your eye sees for only 13 milliseconds — a very rapid processing speed.
That’s especially rapid when compared with the accepted 100 milliseconds that appears in earlier studies. Thirteen milliseconds translate into about 75 frames per second.
short answerdon't start worrying about optimization until there is a problem, but noone says when exactly this problem state starts