4 ms·
144hz monitor here. Pretty sure the game is tuned for 60fps and thus 144hz monitor is playing like turbo speed.
by TronPaul_ 11y ago
144hz monitor here. Pretty sure the game is tuned for 60fps and thus 144hz monitor is playing like turbo speed.
- prezjordan 11y agoSame :) requestAnimationFrame is a very short tick on 144hz monitors.
- mahsu 11y agoWhat would be the best way to throttle fps and ensure compatibility between different refresh rates?
- moron4hire 11y agoYou count the time since the last update, wait for the time to accumulate over the update threshold, run the update loop with a fixed time-slice enough times to match whole number of frames. Let the carry over perpetuate to the next frame. At 144hz with a fixed time-slice set for 60hz, you'd have one update on the 2nd, 4th, 7th, 9th, 12th, 14th, etc. frames.
- TronPaul_ 11y agoThe best way is usually to not tie game state to frame ticks. See Bethesda's Creation Engine https://www.youtube.com/watch?v=Yuyp-S7FPNI https://www.youtube.com/watch?v=Yuyp-S7FPNI for why that's a bad idea.
- yoklov 11y agoDoes RAF really run at 144hz on those monitors? That's surprising... and means I probably need to fix some code before those get more common.
- moron4hire 11y agoIt's a W3C recommendation that it runs at the native refresh rate of the monitor. I made a pen not too long ago for comparing different types update loops for different browsers. http://codepen.io/SeanMcBeth/pen/MaMjbZ http://codepen.io/SeanMcBeth/pen/MaMjbZ I tried to stick to statically allocated values, but there is clearly some sort of GC happening in Firefox. Chrome is stable, but Internet Explorer is extremely noisy.