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What does framerate depend on?
In gaming, fps depends on the capacity of one’s graphic card and overall system. A better setup helps render out more frames per second and that allows smoother gameplay. In the case of the popular first-person shooter games, the player with the higher fps has a slight advantage over the player with lower fps.
Why is framerate dropping?
Reduced frame rate can be caused by unoptimized code, glitches, or in-game settings that create a larger workload than your hardware can handle. So how do you achieve better frame rates? Getting a faster CPU, more RAM, or a newer graphics card may help.
Is unlimited framerate good?
Unlimited. Higher fps will always make your game smoother, even if you might not notice at first (By smooth I mean your inputs). I could always tell the difference between 150 and 300 frames on csgo, and although you probably won’t get frames that good on this game it’ll still be better.
What does it mean to have framerate independent motion?
Framerate independent motion is when objects in your game move based on some criteria other than which rendering frame you are on. Typically this alternate criteria is the delta time since the last update. A game loop that is framerate-dependant might look like this:
How does a framerate independent game work?
A framerate independent game progresses at the same speed on both computers (objects appear to move at the same speed). On the other hand, a framerate dependent game progresses at half the speed on the slow computer, in a sort of slow-motion effect.
How does Delta time and framerate independence work?
The same technique also enables time scaling, which allows for deliberate slow-motion effects and easy pausing. The key to framerate independence is the dt system expression. dt stands for delta-time. Delta means a change in a quantity, so delta-time means the change in time. It is the time, in seconds, since the last tick.
What happens if your framerate increases or decreases?
However, if your framerate increases or decreases, the rate at which objects update increases or decreases as well. Typically this is undesirable because the wall-clock time (that is, real time) is still exactly the same, so the user perceives the game objects moving much slower or much faster.