3 ms·
>I ask again, what is so impossible about just rendering the 60fps, and then not rendering any more? There seem to be two ways to interpret your question: >1.
by asdfs 13y ago
>I ask again, what is so impossible about just rendering the 60fps, and then not rendering any more?
There seem to be two ways to interpret your question:
>1.) Why can't games render 60 frames per second always?
Because some scenes are more complex than others. Rendering a complex scene can longer than 16.7 ms, and there is no way around that.
>2.) If a game comes far below the frame completion deadline (e.g., completes a frame in 0.5 ms, where the deadline is 16.7 ms), why doesn't it simply stop doing anything until the deadline has passed?
I do not know the answer. But I can say that many games actually do this. It is usually referred to as a frame cap.
- TheZenPsycho 13y agoThanks I think this is an insightful interpretation of my question. I think I have been satisfactorily answered elsewhere on the thread. It totally makes sense now, but on the other hand I still don't see how this tech helps much. It would improve things marginally, in theory but it seems like a bandaid to what you really want, which is a steady stream of animation frames. it feels like a concession to the impossibility of creating rich smooth realtime animation in the presence of a multiprocess operating system.