frame-rate

What is fixed_frame_rate_flag used for in encoders?

百般思念 提交于 2019-12-11 15:54:52
问题 There is a flag called the fixed_frame_rate_flag used in encoders. I haven't been able to find any clear explanation of what this is, and what its significance is. The flag can either be set to 0 or 1, but I don't know what this would imply. Any help, information would be appreciated. 回答1: Fixed frame rate is the opposite of variable frame rate. If a video is fixed frame rate, every frame has a predictable timestamp. timestamp = frame_number * frame_rate . If its variable, every frame has its

My Java Game that struggles with fps [closed]

自闭症网瘾萝莉.ら 提交于 2019-12-11 14:58:06
问题 Closed. This question is off-topic. It is not currently accepting answers. Want to improve this question? Update the question so it's on-topic for Stack Overflow. Closed 6 years ago . Hello my name is Ryan and I'm currently developing my own 2D java game. Currently there are a lot of objects within the game world. Upon a new start of the game, the world loads with 100 tress randomly positioned on it, made with the use of an arraylist and a tree class. My game uses a class called

JAVA simple fps animation(how can i work with?)

孤者浪人 提交于 2019-12-11 14:57:28
问题 can you help me, how can i calculate and show fps in my animation? I want only show simple rect (for example). if i have code: private final FPS = 30; private final SIZE = 10; private int x = 10; private int y = 0; private String myFps; private void start(){ while(true){ moveRect(); paint(); } } private void paint(){ g2.drawRect(x, y, SIZE, SIZE); g2.drawString(myFps, 10, 10); } private void moveRect(){ x++; } 回答1: Here is a copypaste of my very old simple Java Graphics+BufferStrategy

Displaying images with a high frame rate

我的未来我决定 提交于 2019-12-11 13:54:47
问题 here's the problem: I have a custom hardware device and I have to grab images from it in C#/WPF and display them in a window, all with 120+ FPS. The problem is that there is no event to indicate the images are ready, but I have to constantly poll the device and check whether there are any new images and then download them. There are apparently a handful of ways to do it, but I haven't been able to find the right one yet. Here's what I tried: A simple timer (or DispatcherTimer) - works great

Why does setting frameInterval on a SKView not work?

眉间皱痕 提交于 2019-12-11 13:43:56
问题 I'm trying to reduce the framerate to a maximum of 30 FPS. The official documentation says to use: skView.frameInterval = 2; I read through all the available documentations as well as every similar question asked here on stackoverflow or in other pages/blogs/etc. I tried it in so many ways but where ever I tried to set the property it did not affect the FPS. I am not using any other timing mechanisms than those from SpriteKit. I am setting it up accordingly to the documentation and to the

Limiting Fps in python

你。 提交于 2019-12-11 12:14:57
问题 i want my program to do a task every x frames. However it does not seem to work, due to the fact that the timer in python seems to be inaccurate. How do i get this piece of code to obey my set framerate? import time fps = 5 skipticks = 1/(fps*1.0) i= 0 nextsnap=time.clock() print skipticks, fps while (True): tim= time.clock() i=i+1 # this prints the fps #'print 'Fps at start',i, 1/(time.time()-tim) # this is the sleep that limits the fps nextsnap+=skipticks sleeptime = nextsnap-time.clock()

Massive fps drops when AVAudioPlayer ist triggered repeatedly (Sprite Kit)

蹲街弑〆低调 提交于 2019-12-11 10:48:09
问题 I am creating an iOS-Game in Sprite Kit in which you can fire a water gun. As long as the water gun is fired, a slash-sound is played. Since I implemented this feature, I have massive fps-problems when the sound effect ist triggered repeatedly with the touches-began-method. Is there any possibility to fix that issue? @property (nonatomic) AVAudioPlayer *splashSound; -(id)initWithSize:(CGSize)size { NSError *error3; NSURL *splashURL = [[NSBundle mainBundle] URLForResource:@"splash"

Java2D Unacceptable Frame Rate

前提是你 提交于 2019-12-11 09:19:59
问题 Java2D Game Running 20-30 FPS I am writing a java2D game that as of now has an almost perfect memory footprint running only at around 2% of about a 4GB usable RAM space. The problem is the game only is running at around 20-30 fps just from rendering the character and the surrounding environment. I read already something about utilizing the GraphicsConfiguration, but when I tried that my fps soared right up to 120-130 fps while my memory increased to 70-80% and the frame was frozen in one

iAd reducing FPS?

落花浮王杯 提交于 2019-12-11 06:21:13
问题 Does iAd banner reduces FPS? Indeed, since I added iAd my FSP is shit. I was 59 all game and now it's variable from 35-50 FPS. Any ideas please because my game is almost not playable with this banner. Thank for help. 回答1: You should implement the iAd logic in your UINavigationController subclass that was set in the appDelegate . At mine code it look like: AppDelegate.m - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { // Create the

How to adjust a game loop frame rate?

我们两清 提交于 2019-12-11 02:53:49
问题 I'm at the moment trying to Programm my first Game in SFML (and my first overall) but i ran into the Problem that i get a stutter about once a second. During such a stutter the Frametime is 3 to 4 times higher than normal which is really noticeable as long i don't run really high FPS (300+). No Problem (at least atm) as performance is not an Issue, but: When doing that my movement Method really freaks out and moves way way slower that it's supposed to do. my Movement method: void Player: