Should I limit my FPS or not?

Should I limit my FPS or not?

Capping your framerate is especially beneficial to laptops or any other sort of mobile computers as it provides an excellent way to keep a laptop from eating its battery alive and also from burning a hole in your crotch. Keep in mind that capping your framerate isn’t the same as using v-sync.

Does limiting FPS help GPU?

Yes, it will reduce the load since your CPU and GPU will be spending more time idle.

How do I restrict FPS?

Once you’ve installed the new drivers, you can set a max framerate by launching the NVIDIA Control Panel. Click on the “Manage 3D settings” menu item under the 3D Settings heading, and then scroll down through the “Global Settings” panel until you see the “Max Frame Rate” option.

Does lowering fps increase performance?

Lowering the resolution will improve your game performance if your GPU is where your bottleneck is. Having fewer pixels to render means you don’t need as much GPU horsepower to achieve acceptable performance. However, if your CPU is your bottleneck, then lowering the resolution won’t really help performance.

Should I cap my fps at 60?

Don’t cap it. I would cap it higher than your refresh rate so even if your frames drop (for example, if you capped it at 100, and it drops to 60), you won’t experience serious differences. If your system can run 120 fps without affecting performance, then go for it.

How can I calculate an accurate realtime FPS?

I want my game to be designed in such a way that if the user can’t run the game at full speed, it slows down so that no updates are missed.. can someone help me understand that part of the code? Also, how can I calculate an accurate realtime fps?

When should I use a fixed or variable time step?

That means your physics update rate should not be tied to your frame rate. For example, if the display framerate is 50fps and the simulation is designed to run at 100fps then we need to take two physics steps every display update to keep the physics in sync. In Erin Catto’s recommendations for Box2D he advocates this as well.

What happens if framerate drops below 60 fps?

So if your framerate drops below 60 fps you won’t be able to do 60 updates per second anymore. This essentially defeats the whole purpose, unless you really can always stay above 60 fps (which you shouldn’t assume, even for simple games). Whenever I want a fixed framerate in SFML I’m doing something like this:

Why do FPS spikes cause physics to jump too far?

That way large FPS spikes don’t cause the physics to jump too far, instead they’re simulated more quickly for a frame or two. You mention that with a fixed rate, the physics wouldn’t sync up with the display. This is true if the target physics rate is near the target frame rate. It’s worse the frame rate is larger than the physics rate.