2 ms·
Constant framerate is the thing that matters most to games. 60 fps or just 30 fps doesn't matter as much as that it's constant. You can even play a racer for ex
by coffeeaddicted 14y ago
Constant framerate is the thing that matters most to games. 60 fps or just 30 fps doesn't matter as much as that it's constant. You can even play a racer for example at 15 fps, but you fly out the curve the moment a 60 FPS game has a 250ms freeze at the wrong moment.
Just mentioning this as it's something a lot of people not doing games are missing (and maybe one of the main reasons why c/c++ still are dominant in game programming - I mean what's the point of coding in Java when the only way to get a constant FPS is to work throughout with static variables for example?). So if you want games - makes sure you have realtime guarantees.
- robhawkes 14y agoYup, you're completely right… it's the constant frame-rate of a game that's important. And even if it's not truly 'constant', it should always stay above 30FPS. You probably shouldn't code a game to be tied to the frame-rate though. This is exactly what my job is at the moment, testing games and monitoring FPS across these games on various devices and platforms. I'm confident that JavaScript is more than capable to have games running fast on mobile, we just need to work with the game developers more (to optimise) as well as improve the platform.
- coffeeaddicted 14y agoHm, yeah - my point is that FPS isn't as important as the longest frame. You can have 100 FPS when 99 of them are really fast while the last one is stuck for nearly a second :-) Or said otherwise - for a game measuring average over a second is already a too long time-frame. It's nice as a simple feedback number for users, but it's not sufficient for smooth gameplay.