Construct 3 r174

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  • Thank you so much for the frame rate mode! But won't it be more helpful than just for testing?

    I feel like games that rely on heavy computation, that may have lagged when capped at 60 fps, now have more breathing room if the target computer has the resources. Computations such as calculating AI, complicated physics (ex: Liquidfun plugin by Colludium), or heavy use of the drawing canvas.

    Maybe it won't be good for mobile battery life, but for PC games this new mode will allow for much more complex games to be accomplished.

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      • Ashley's avatar
      • Ashley
      • Construct Team Founder
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      No, it's not suitable for that. It doesn't give you any extra "breathing room", since you still have the same computing resources available. For example if your game is already slowing down to 30 FPS due to heavy processing, changing the framerate mode won't affect that, it'll still run at 30 FPS. Besides, even if you do want to do something like multiple passes of AI in one tick, you can do that in events already with a "repeat" event, so you only repeat that particular aspect of the game logic that needs it, rather than wastefully repeating the entire logic of the game.

      • Hmm ok then. What does each mode do then?

        For V-synced, if the frame runs in less than 16ms, for example 10ms, will the OS process just sleep for 6ms?

        Then for Unlimited mode the OS process will just never sleep? It will just immediately start the next frame after the first one is finished?

        I'm very curious now. Any explanation will be very helpful! Thanks!

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          • Ashley
          • Construct Team Founder
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          For V-synced, if the frame runs in less than 16ms, for example 10ms, will the OS process just sleep for 6ms?

          Yes. That's also an important power/battery-saving feature.