Hi Guys,
I just upgraded my Gideros from 2017.X to 2018.6.1.
All of my projects/apps started going really fast on the emulator. Actual FPS shown is like 90FPS.
All projects are set to 60FPS.
application:getFPS() returns 60, the emulators displays 90.
Tried to set the FPS specifically to 60, but no luck.
Tried an option that was not on my previous version: VSync - no luck - same FPS.
Any advice?
Cheers
Comments
Also, try restarting your computer.
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http://docs.giderosmobile.com/reference/gideros/Sprite/Event.ENTER_FRAME
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Although deltaTime is great it would be good to have a guaranteed FPS around the setFps() value.
I agree with @totebo. We must have guaranteed FPS. I have been using Gideros since 2013. This is the first time I experience this issue and it affects all of my projects.
What changed?
I can't just redo all of by apps. It is too much work and I have one particular project that heavily depends on FPS which will need a big redesign.
I restarted the player, the computer, installed the latest drivers, etc. No change.
BTW: I have DELL XPS with Windows 10 and Nvidia graphic card.
I am going to downgrade Gideros, version by version and report in which version this was first introduced. I am going to use the version prior to that...
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I tried with setFps(30). It got even worst since the real FPS is still 90.
Since I use a big touch screen computer I heavily depend on the player for testing and rapid development. Until recently the player and the device work exactly the same and I could count on the fact that if the simulation and timings work on the player - all would work exactly the same on the device.
Anyway... I have a temporary workaround - I will downgrade and not use the new features and fixes for now.
BTW: Do you know if I can have two versions of Gideros on the same computer?
Thanks!
It uses Gideros Particles class a lot.
It requires number of frames:
"ttl: time to leave, number of frames this particle will stay on screen"
How do I address this?
Thanks!
k=fpsreal/fps
ttlreal= ttl /k
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How do I get fpsreal? getFps returns 60.
If I knew how to get the real FPS I would not ask all these questions and fixing all projects will be really easy.
Thanks!
1sec/deltaTime=fps
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Thanks!
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need to calculate fps through os.timer
**
the ball is fineSkip windows
milk fineSkip android
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We are missing the point:
Why should we do ANY of that?
These are all workarounds. They do not fix setFps and getFps APIs.
It was working just fine for many years.
What changed? Why breaking something that worked? This is not progress.
Can that (regression?; attempt at improvement?) bug just be fixed in the next version of Gideros, so that getFps and setFps work again and we have stable FPS for all devices?
That is my real question.
Cheers
Vlad
I am working on gideros those days so I’ll take a look at what was done in the code and how that could possibly have affected non vsynced rendering.
edit: if I am correct, the issue was introduced in 2018.3, it would be great if you could do a before/after test to confirm
I will try that in an hour or two and let you know.
The issue first appears in version 2018.3
2018.2.1 does not have this issue.
This should fix your issue.
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It is quite interesting that I have 2 android devices running my game. Both are reporting 60fps. Rotating a sprite at a fixed rate of rotation causes them to rotate at different speeds. Running the game on the windows player causes the sprite to rotate even faster.. but it is still reporting that it is running at 60fps.
Confusing to say the least.