2 ms·
Yeah, as a gamedev I was surprised not to see this in the article. There's often a default assumption in renderers that "60 fps" is the baseline (and most typic
by lewispollard 5y ago
Yeah, as a gamedev I was surprised not to see this in the article. There's often a default assumption in renderers that "60 fps" is the baseline (and most typical devices will be limited to that). Obviously gaming devices and newer smartphones push above that to 120, 144 or 240 fps. But in gamedev you're always faced with this problem of update frequency of anything that will be displayed to the player; if you update too fast (or too slow), you're gonna get "stutters" and skipped (or stuck) frames as the state updates faster than the renderer can render it (when too fast), or at a rate that's out of sync with the actual frames being pushed to the monitor (too slow, at a rate that's not evenly divisible by the frame rate).