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AppGameKit Studio Chat / whats up with the FPS ?

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haliop787
4
Years of Service
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Joined: 22nd Mar 2020
Playing: With reality.
Posted: 14th Apr 2020 13:26
if i set my setSyncRate to (30,0) it goes up to 26 25 fps even if go with setSyncRate(30,1)
if i go with setSyncRate(60,1) its goes up to 51, 50, 49
and if i set it to setSyncRate(100,1) it goes up to 80 82 .. etc...

Am i missing something ?

i have also tried FPS RUN but got the same result.
haliop787
4
Years of Service
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Joined: 22nd Mar 2020
Playing: With reality.
Posted: 14th Apr 2020 13:29 Edited at: 14th Apr 2020 13:32
marked with // all my "Update" functions that run in the main loop. and still the same FPS.

marked also gpup (particle editor exported particles) still the same FPS..

checked my pc, its all good nothing is running...
got the latest Nvidia and Intel Drivers.
haliop787
4
Years of Service
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Joined: 22nd Mar 2020
Playing: With reality.
Posted: 14th Apr 2020 14:49
and it does run on solid 60 fps on my Phone.
Loktofeit
AGK Developer
15
Years of Service
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Joined: 21st Jan 2009
Location: Sarasota, FL
Posted: 14th Apr 2020 14:58 Edited at: 14th Apr 2020 15:01
I get the same results in even dummy/test apps. Sitting at about 49-50 fps.

Quote: "and it does run on solid 60 fps on my Phone."


Just broadcast over to my Galaxy J3 and same results as you: 59.97 on the phone, but 49-50 on PC for the same app.
Raven
19
Years of Service
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Joined: 23rd Mar 2005
Location: Hertfordshire, England
Posted: 14th Apr 2020 19:51
I get the normal result of an initial launch Framerate ~15% Lower than Target, with a Stablisation to Target FPS within 1-2 Seconds.
This is the same for all of the Rigs I have., but then they are AMD CPU & GPU... could the issue be with NVIDIA / INTEL Driver Updates? Not sure if they done one recently.
haliop787
4
Years of Service
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Joined: 22nd Mar 2020
Playing: With reality.
Posted: 15th Apr 2020 20:28
It might be just that the Nvidia\Intel driver update i need to check it i honestly do not remember to update them in the last days but maybe it was automatic.

When i had a Mac i just loved it AppGameKit wise, it is much faster on a much lower end machine then the pc I had back then and that is that the Mac Mini needed to create a "Windows like interface" to run it so it wasn't even native to the Mac.
Telling about the mac because the drivers there are always good.
haliop787
4
Years of Service
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Joined: 22nd Mar 2020
Playing: With reality.
Posted: 15th Apr 2020 23:27
OK, so i have literally updated everything on my PC. including Intel stuff and the new Nvidia driver and windows updates. also Google chrome

before i updated, i got 59.9 but after a minute or two it dropped down to 50.0+-

now when i start the app, i get 50.0+- on launch.

hmm.. i also see in the Task Manager that, Desktop Windows Manager is using GPU 0 - 3D with 20.0 percent usage
and that SA.exe (which is the name of the AGKS app) is using about 5 - 3 percent usage less then it on GPU 1 - 3D .

So maybe something not really connected to the Nvidia Driver but to actual Windows Update -> Using Nvidia graphic cards at general. as Raven said with her? (right?) AMD there no major difference.
I actually have no clue. but this might be a bit of a problem since i do try to do Search Indexing on large TXT files while still maintaining Effects running smoothly on screen and yeah i know its all about the Tweens, but the higher frame rate the less the CPU/GPU on phones will over heat... (real temperature wise)
blink0k
Moderator
11
Years of Service
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Joined: 22nd Feb 2013
Location: the land of oz
Posted: 16th Apr 2020 00:04
try
#renderer "Advanced"
SetVSync(1)
haliop787
4
Years of Service
User Offline
Joined: 22nd Mar 2020
Playing: With reality.
Posted: 16th Apr 2020 07:45 Edited at: 16th Apr 2020 07:45
#renderer "Advanced" is automatically featured
so i am guessing SetVSync(1) made a good change.

However, it does drops from time to time to 57 55 FPS then it climb back to 60.0+
It is a good function i must say but it comes with a cost of extra work from the cpu\gpu which should come normal without extra muscle to try and keep the 60fps.

My app is not planned right now for windows however this is an issue that must be fixed cause while developing it might miss lead on how the app behaves and i cannot always broadcast it as i want a fluent work flow.
Raven
19
Years of Service
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Joined: 23rd Mar 2005
Location: Hertfordshire, England
Posted: 16th Apr 2020 12:48
If you're creating Apps for Desktop (Windows / Linux / Mac), then I'd actually recommend using SetSyncRate( 0, 1 ) and not use Sync( ) ... instead use Update( FrameElapsed ) : Render( ) : Swap( )
With a Timer to grab the Per Frame Delta ("FrameElapsed")

Remember with Desktop you don't really have to worry about "Battery Life" outside of Laptops ... and even then., you'll find most Games/App actually tend not to care about such while in usage; because Windows itself has built-in Battery Saver optimisations for said platforms.
This also provides some control over the updating in general, so if the App looses focus you can just put it into a "Parking" state where it pauses updates until focus is back.
wclurru
3
Years of Service
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Joined: 23rd Apr 2020
Location:
Posted: 24th Apr 2020 23:12
Is your monitor refresh rate higher than 60?

This happened to me, too, and I found out in my case with a 75hz monitor, if I set setSyncRate(60,1) the FPS would be 50ish.

But if I set it to 75, it would run solid 75.
haliop787
4
Years of Service
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Joined: 22nd Mar 2020
Playing: With reality.
Posted: 25th Apr 2020 12:28
nope, my notebook display is exact 60 HZ and that also should not be the problem as that before a month or so it did a good 60fps runs. and it is not because of updates since it happened before i updated AGKS.

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