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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iOS & h264 fixed framerate

I'm recording some video using AVAssetWriter and AVAssetWriterInput. Later on, i'm opening the video files with some H264 analyzers and I see that the H.264 SPS does not contain any timing info (hence the frame rate is not fixed). Is there any way…
koby
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90fps Gstreamer output from raspberry

I'd like to stream a 90 fps video captured by a raspberry pi noir camera through network. Everything works smoothly when frame rate doesn't exceed 30 fps, but higher fps shall be downrated to about 30 fps at reception, which results in displaying a…
gnou
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Adobe AIR FPS adjustment in AS3 fails in AIR but works in flash build

I have a game that works great in flash and changes the FPS during gameplay. When compiled to AIR this feature no longer works. This is the code being used. stage.frameRate += 1;
jjwallace
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What does 60 FPS mean for Android/IOS devices?

On Android devices, if an app is running at exactly 60 fps, does that mean the app should be able to have up to 60 distinct, full images displayed on the device screen per second? Or up to only 30 distinct, full images because of interleaving…
Janin zah
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How to speed up pixel rendering in LWJGL?

I was just trying out different ways of rendering with LWJGL. I came across this method glDrawPixels(width, height, format, type, bytebuffer). So with this method I decided to try rendering just pixels in LWJGL and came up with this: package…
nedb
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AS3: FPS get down

Ahoy. When i want update information with ENTER_FRAME like this: import flash.events.Event; var ticks:uint = 0; var last:uint = getTimer(); var food:uint = 10; var wood:uint = 10; var stone:uint = 10; stage.addEventListener(Event.ENTER_FRAME,…
ATJ
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Appropriate use of FPS count code in Unity and Games in general?

So I've been working on a project in Unity, and after writing this very simple code, I started wondering about how computers with faster and slower frame rates would generate slightly different speeds. The code: for (i = 0; i < distance ; i++)…
user3477016
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slow javascript depending on screen

i'm having a "framerate" problem with a script on a website i'm building: When the browser window is on the external screen (an apple led display), the animations works perfectly fine, but when i pull the same window on my laptop screen, the…
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Will this SKAction be called at 60fps or no?

When I setup a SpriteKit action like so: action = [SKAction sequence:@[[SKAction performSelector:@selector(update) onTarget:self],[SKAction waitForDuration: 1.0f/60.0f]]]; Will my selector be called at 60fps even if the game is only running at…
BGreenstone
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SpriteKit: moving sprite infinitely cause the frame sometimes incontinuous

all. I am now developing an ios game using sprite kit.The game mechanics include: infinitely scroll sprites from top to bottom. My game scene holds just 3 sprites,top,middle,bottom. I have dozens of sprite images,so my solution is dynamic create 3…
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Why does SpriteKit physics performance seem to depend on what's rendered on the 1st frame?

This is something I've been struggling with for a while now, and I'm really hoping someone can shed some light on the issue. Basically, I have a scene with a bunch of colliding SKPhysicsBodies. If I put the camera in the middle of the action on…
BGreenstone
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Delta time not being calculated properly

I am trying to create a game in which objects spawn on a timer then start moving. I would like to keep the frame rate independent of the game speed, so I have tried to implement delta time: lastTime = thisTime; thisTime = (int)…
Zach H
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What is causing low framerates in my LWJGL program?

I'm getting into 3D graphics and so what I'm trying to make is a simple Minecraft clone. In Minecraft, some block types have different textures on each face. However, that seems to greatly reduce my framerate when I render these multi-textured…
Joe Johnson
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How to rotation DirectX11 FPS Game Camera?

http://www.youtube.com/watch?v=M8A1H7xWJcI&feature=youtu.be watch that video. My problem is left, right rotation is working well but up, down rotation is not working properly (see video). I guess axis problem That`s my source GunObject Source //…
bigthewar
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What is the best way to create camera movement in JOGL?

I'm trying to make it so that I can move a camera around a world, however I'm having a tough time finding resources that will explain this clearly. Most resources I have found are explaining (At least I think they are) how to move the world around…
Stromata
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