frame-rate

Any way to speed up Python and Pygame?

怎甘沉沦 提交于 2019-11-30 05:16:14
I am writing a simple top down rpg in Pygame, and I have found that it is quite slow.... Although I am not expecting python or pygame to match the FPS of games made with compiled languages like C/C++ or event Byte Compiled ones like Java, But still the current FPS of pygame is like 15. I tried rendering 16-color Bitmaps instead of PNGs or 24 Bitmaps, which slightly boosted the speed, then in desperation , I switched everything to black and white monochrome bitmaps and that made the FPS go to 35. But not more. Now according to most Game Development books I have read, for a user to be completely

How to make a render loop in WPF?

主宰稳场 提交于 2019-11-30 04:18:01
问题 How can I create a loop that will be continuously executed whenever the message loop is idle in WPF? The goal here is to perform some long running graphical update, such as refreshing a PicktureBox , that is capable of consuming whatever free resources are available but shouldn't freeze the UI or otherwise take priority over any other operations in the message queue. I noticed this blog post which provides the code to do this in a winforms application, but I don't know how to translate it to

why is only 60 fps really smooth in cocos2d?

喜你入骨 提交于 2019-11-30 04:02:00
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 counter doesn't seem accurate... Why is this? Or is it only me having this situation? There are actually several reasons for this behavior, and it's not just cocos2d but an effect seen in any game engine in environments with vertical synchronization (VSYNC) enabled. On iOS VSYNC is always on, on PCs you usually have the option to turn it off to

Sprite Kit Serious FPS Issue In Full Screen Mode on OS X

这一生的挚爱 提交于 2019-11-30 02:24:28
I'm making a fairly complex sprite kit game. I recently added support for OS X. I get 60 fps always, regardless of how my game is scaled when the window is resized (even when resized to max screen space). However, the moment I make my App enter "Full Screen," the fps drops to 30-40 fps and stays that way? But if I take my mouse cursor and reveal the menu bar while full screen is enabled, the fps goes back up to 60 fps! You can even test this bug by making a sprite kit game for mac in Xcode using the default template. Here are the screen shots I took of the default game template for mac. I

Limit FPS in Libgdx game with Thread.sleep() doesn't work

南楼画角 提交于 2019-11-29 23:45:13
问题 I am developing a little game for android with libgdx and want to limit the fps to 30 to save battery. The problem is that it doesn't work. The fps just drops from 60 to 56. Here is the part of the code: (it's at the end of the render part) System.out.print("\nFPS: " + Gdx.graphics.getFramesPerSecond() + "\n"); if(Gdx.graphics.getDeltaTime() < 1f/30f) { System.out.print("DeltaTime: " + Gdx.graphics.getDeltaTime() + " s\n"); float sleep = (1f/30f-Gdx.graphics.getDeltaTime())*1000; System.out

AVCapture capturing and getting framebuffer at 60 fps in iOS 7

那年仲夏 提交于 2019-11-29 19:55:11
I'm developping an app which requires capturing framebuffer at as much fps as possible. I've already figured out how to force iphone to capture at 60 fps but - (void)captureOutput:(AVCaptureOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection method is being called only 15 times a second, which means that iPhone downgrades capture output to 15 fps. Has anybody faced such problem? Is there any possibility to increase capturing frame rate? Update my code: camera = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo

Access high fps camera on Android

微笑、不失礼 提交于 2019-11-29 18:54:22
问题 There are phones with official support for high fps recording, like the Galaxy S5 and S6. I tried both, with both you can record high fps videos (60 or even 120 fps) with the default camera app. (Or on the S6 using Gear VR's "Passthrough Camera" function.) BUT: when you query the camera's capabilities through the standard Android APIs (tried it on both S5 on 4.4 and 5.0 and S6 on 5.1, tried both the old and the new camera2 APIs) in all cases, 30 fps is reported as the highest available. Does

Gif Animated Files in C# have Lower framerates than they should

北战南征 提交于 2019-11-29 08:07:00
ive got a full screen loading page after my software's done running,which includes a preloader gif file .... which is exactly like the one windows 8 is using for store and metro. however the problem is that no matter what the fps and speed of the gif file is,the C# windows form will show the same lower fps. i really dont know what to do with it as i've tried to search the internet to find a solution but whatever i ran into was either unclear or unrelated. i suspect that somehow the compiler is ignoring the fps integrated within the gif file i imported. but i do not know how i can set the fps

Android - How can I measure performance of ListView and other Views?

只谈情不闲聊 提交于 2019-11-29 06:38:51
How can I measure the FPS of my ListView ? See the slides 13-17 from http://code.google.com/events/io/2010/sessions/world-of-listview-android.html . I don't know about calculating FPS (I guess that should be done system-wide and is not calculated per view), but you can use Hierarchy Viewer to profile performance of each View . It gives you time needed to measure, calculate layout of, and draw each View in milliseconds, and helps you to find slow View objects by showing yellow and red circles indicating bad performance. You might be interested in this ListAdapter, which will wrap another

How to get the average FPS in chrome devtools

天涯浪子 提交于 2019-11-29 02:18:09
I want to retrieve the average fps of the measured performance recording. So far I'm only able to get the duration and fps per frame by either hovering over the frame like this: or by selecting the frame: To get the average fps of all frames, I would have to sum and count them one by one by hand, which is quite inconvenient. Firefox devtools for example displays the average fps at the top right of the panel. You can use devtools-for-devtools. Switch devtools to detached window mode (click devtools settings icon, click "undock" icon). Next time you can simply press Ctrl - Shift - D to toggle