well basically if the game suffers performance issues, i can intergrate a system which detects the fps speed and modifies the gameplay, large messages tend to drag the frame rate down to 50/60 so i put in a line of code telling it to take it easy if it was having a hard time coping, i will only put it on for effects as otherwise we don't the physics getting affected.
2 posters
Smart FPS
Twisted-Liquid- Posts : 176
Join date : 2010-11-02
- Post n°2
Re: Smart FPS
Sounds smart but keep in mind that this unit is pretty standard so if we find the game droping effects every ten seconds were doing something wrong.
Michael pw- Posts : 202
Join date : 2010-11-02
- Post n°3
Re: Smart FPS
well yeh high end effects should run but there may be occasions where it overloads, in that situation, it needs to be moderated.
Twisted-Liquid- Posts : 176
Join date : 2010-11-02
- Post n°4
Re: Smart FPS
Should we also make some of those effects optional where players can turn those features off to save speed for incoming messages and maybe save n battery life? not sure how much those things are afftected.
Michael pw- Posts : 202
Join date : 2010-11-02
- Post n°5
Re: Smart FPS
Yeh we should, but only the particle effects as the messages and stuff are kind of important...
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