blexc
Member
Hello,
I'm working on a physics-based game. When I have friends come over to playtest it, I set it up on my TV. I'll connect my laptop to the TV with an HDMI. Lately, it plays on average at 55 fps, when it's supposed to be 60. Occasionally, it will spike to 30fps, which is practically unplayable.
I was thinking it had to do with the application surface being stretched to a large multiplier. My game's resolution is 960x540, and the TV is 3840x2160 -- exactly four times my game's resolution...
Here's what I am doing at the start of the game. (RES_H is equal to 540).
I resize the surface to be 960x540, and when I full screen it, I simply do this:
What's going on here? I've been doing optimization tricks (Texture Grouping, using the profiler, minimizing number of game objects in a room) without much luck.
Related to this, I recall trying to play Undertale on the TV and that lagged on full screen as well. Does this mean it's a Game Maker-specific thing, or something the user needs to handle themselves?
I'm working on a physics-based game. When I have friends come over to playtest it, I set it up on my TV. I'll connect my laptop to the TV with an HDMI. Lately, it plays on average at 55 fps, when it's supposed to be 60. Occasionally, it will spike to 30fps, which is practically unplayable.
I was thinking it had to do with the application surface being stretched to a large multiplier. My game's resolution is 960x540, and the TV is 3840x2160 -- exactly four times my game's resolution...
Here's what I am doing at the start of the game. (RES_H is equal to 540).
I resize the surface to be 960x540, and when I full screen it, I simply do this:
What's going on here? I've been doing optimization tricks (Texture Grouping, using the profiler, minimizing number of game objects in a room) without much luck.
Related to this, I recall trying to play Undertale on the TV and that lagged on full screen as well. Does this mean it's a Game Maker-specific thing, or something the user needs to handle themselves?