Can someone explain dt and timescale in detail?

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  • 3 posts
  • I know dt is regarding FPS.

    I know 60 is the target fps for the system.

    dt*60 -is used to take FPS into consideration.

    The system doesn't always have 60 FPS.

    Why dt*60 and not dt*fps?

    I have an idea why, but I am missing something...

    dt*fps would seemingly get stuck in a feed back loop, but not sure.

    I noticed in some cases *dt*60 doesn't work.

    An example would be on setting a layer angle and layer scale.

    When I use 1*dt*60 it happens instantly, I had to use 1*dt to get results.

    Why is this?

    Does timescale affect FPS?

    I always show 60 FPS, but TimeScale 2.0 would make a second last half a second in real world time.

    System would show 60fps regardless.

    So would TimeScale 2.0 have FPS of 120 in real world time, or is it still 60?

    I recently had a timescale issue.

    An object would move when system timescale was set to 0.

    I originally adjusted timescale of the object, but found it didn't work for an Instance variable (Adjusted Every Tick).

    Some older posts suggested

    Self.X -11 *dt*60

    It said the formula adjusts to timescale and to fps, it does I tested it.

    This implies TimeScale of 2 would do 120 ticks per real world second, correct?

    I tested

    Self.X - (11 * timescale)

    It doesn't adjust based off of FPS it seems.


    Since on the topic of TimeScale/DT/FrameRate

    I saw

    "Set Minimum FrameRate"

    in C3.. What does this do?

    I didn't understand it in manual.

    Kind of seems like I answered most of my questions.

    Can someone correct if I am wrong or confirm if I am right.


    If timescale formula answer is different for C3 than I would like to know it too.

    I expect it to be the same, but a new expression or something may have been added.

  • Read the tutorial delta-time and framerate independence.

    FYI the per-frame FPS is actually 1 / dt, so dt * fps is the same as dt / dt which is always equal to 1. Construct measures FPS over a period of 1 second though so it won't be exactly that, but basically using that formula makes no sense.

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  • I have actually read it a few times before.

    I know more than I did last time I read it.

    It answered most of the questions.

    I now understand dt*60 isn't the right one to use and that *dt is.

    I must have read bad posts before.

    It also helped me figure out an issue.

    I had a variable set to X* 0.015 * dt.

    0.015 originally was per tick and not per second.

    So it was working, but to small to notice..

    I multiplied it by 60 and it is now X*0.9*dt and is working fine.

    Also I used the variable somewhere else and had *dt.

    Delta was built into the variable to start with.

    It was then applying dt twice, causing it to look like it wasn't working.


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