Questions tagged [frame-rate]

Frame rate (also known as frame frequency) is the frequency (rate) at which an imaging device produces unique consecutive images called frames. The term applies equally well to computer graphics, video cameras, film cameras, and motion capture systems. Frame rate is most often expressed in frames per second (FPS)

Frame rate (also known as frame frequency) is the frequency (rate) at which an imaging device produces unique consecutive images called frames. The term applies equally well to computer graphics, video cameras, film cameras, and motion capture systems. Frame rate is most often expressed in frames per second (FPS)

More information at http://en.wikipedia.org/wiki/Frame_rate

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Simple C++ SFML program high CPU usage

I'm currently working on a platformer and trying to implement a timestep, but for framerate limits greater than 60 the CPU usage goes up from 1% to 25% and more. I made this minimal program to demonstrate the issue. There are two comments (lines…
A. D.
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DirectX application "hiccups" every 3 seconds

I've been investigating an issue in my DirectX 11 C++ application for over a week now, and so I'm turning to the good people on StackOverflow for any insight that may help me track this one down. My application will run mostly at 60-90 frames per…
Tim Coolman
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why is only 60 fps really smooth in cocos2d?

It has probably been asked before, but I can't find it anywhere... In videoland, 24 fps and anything above is smooth. Cocos2d seems to be smooth only when its 60 fps or maybe a bit less. Anything between 30 and 50 is certainly not smooth, the fps…
yurki
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How can I get the number of frames per second from a gif file?

I am trying to get the number of frames per second from a gif file. I am converting the gif file to NSData and then from that NSData I take an array of frames using this code: -(NSMutableArray *)getGifFrames:(NSData *)data{ NSMutableArray…
Legnus
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High CPU usage with XNA

I just noticed today, that when I compile and run a new XNA 4.0 game, one of CPU threads is running at 100% and the framerate drops to 54 FPS. The weird thing is that sometimes it works at 60 FPS, but then it just drops to 54 FPS. I haven't noticed…
Klemen Košir
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Poor performance of Android Canvas.drawBitmap - switch to OpenGL?

I'm porting a 2D action game from Windows Phone 7 (developed in XNA 4.0) over to Android. I'm using a lot of Canvas.drawBitmap() calls - around 200-300 per frame update - with different Paints for each call to handle varying transparency and…
Paul Harman
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Fixed vs. variable frame rates in games: what is best, and when?

After working for a while developing games, I've been exposed to both variable frame rates (where you work out how much time has passed since the last tick and update actor movement accordingly) and fixed frame rates (where you work out how much…
Pedro
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How to show FPS meter in Chrome on (Android) settop box?

I want to show video's FPS using HTML5 tag in Chrome on settop box(android) In Chrome 29, I can use chrome://flags/#show-fps-counter to use FPS meter. But latest Version(50.+), I can't find it any more. How to show FPS meter on android settop box?
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How to understand Chrome devtools' Timeline properly?

My question is about the Timeline tab in Chrome DevTools. I've read numerous times that my browser has to have 60fps speed rendering my pixels. Sometimes, though, it has some heavy JS executing and preventing 60fps happening. Also if I have some CSS…
aprok
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AWS billing with python

I'm want to extract my current billing from aws by using amazon boto3 library for python, but couldn't find any API command that does so. When trying to use previous version (boto2) with the fps connection and get_account_balance() method, i'm…
Galpo
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Calculating the frame-rate in a Unity scene

I'm making a project with Augmented Reality, using Unity and Vuforia extensions. I'm new to C#, but I was looking for a method similar to ARToolKit's getFrame(), and I'm really not finding anything. My questions are: Is it necessary that I can…
Joana
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Create endless cgpath without framedrops

I need to create a cgpath continuously. At the moment I do it like that: func createLine(){ var rand = randomBetweenNumbers(1, 2) currentY-- if rand < 1.5{ currentX-- CGPathAddLineToPoint(leftPath,…
Christian
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Android game with constant FPS?

I'm implementing a game loop with constant FPS. I'm thinking about 25-30 FPS should be enough. Any ideas from your own experience? Should I even restrict FPS at all?
sinek
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How to control the frame rate in a gstreamer pipeline?

I have astream encoded in 60fps, but my gstreamer pipeline is playing it in fps, so the video appears to be very slow. I have created a gstreamer pipeline as appsrc name=src ! video/x-h264 ! decodebin ! autovideosink sync=false The appsrc will push…
jithin
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Does "deWiTTERS Game Loop" assume a constant UPS?

I recently tried to get into games programming. I am pretty experienced with Java, but not with game programming. I read http://www.koonsolo.com/news/dewitters-gameloop/ and implemented the game loop proposed there with the following code: private…
BlackWolf
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