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How to avoid frame rate problems in SFML?
//pseudo code sprite.move (100 * ups); So every update your sprite will move for the same distance. With this approach comes the danger that if you’re not limiting game loop, your CPU will be working at high load, even if it’s unnecessary. Unfortunately way to prevent this situation requires more complex game loops.
How can smooth movement be implemented in SFML?
Smooth movement can be easily implemented because logic runs at 60 updates per second, so if you want for instance sprite to move about 100px you need to divide this by 60 or in example above multiply with ups variable: //pseudo code sprite.move (100 * ups); So every update your sprite will move for the same distance.
Is there a fix for frame rate in Windows 10?
A fix was rolled out to the “fast” ring of the Windows Insider program a fortnight ago, which is basically the beta branch for future OS updates. (Here’s how you can get in on that, if you’re interested.)
Why is my frame rate so slow in League of Legends?
It all kicked off with a post in July the Microsoft Answers forum, which was first picked up by DSO Gaming. Back then, a user complained that their frame rates in League of Legends and start up boot times were noticeably affected after installing the latest Creator’s Update, with even Task Manager causing uncannily large spikes in CPU usage.
How to adjust a game loop frame rate?
When doing that my movement Method really freaks out and moves way way slower that it’s supposed to do. frametime is the frametime in Milliseconds, and i Multiply by 60, as my movementspeed is set as a value for pixel/second and not per frame.
What happens to frame rate during a stutter?
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+). When doing that my movement Method really freaks out and moves way way slower that it’s supposed to do.