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FPSC Classic Scripts / Is it Possible to Cap the FPS with a script?

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ASTECH
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Joined: 18th Jul 2007
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Posted: 30th May 2012 18:57
I know this sounds counter intuitive but is there any commands that will set the maximum fps for the level it you are in? Reason I'm saying this is that I have a map that stays around 50-60 fps in the middle but smooths out to 80 on the edges. The map is pretty small and when you look towards the center of the map, the fps drops making it super noticeable and unappealing. I was thinking if I capped the FPS as 60, I could remove the lag to the scene.

Anyone have any suggestions?

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
BlackFox
FPSC Master
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Location: Knight to Queens Bishop 3
Posted: 30th May 2012 19:07
No commands currently exist to deal with the FPS cap. You will need to deal with that at the source.


Twitter: @NFoxMedia
ASTECH
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Posted: 30th May 2012 19:39
Wow... I guess that means you are dead sure on that. So no "tricks" or anything that can be done?

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
BlackFox
FPSC Master
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Posted: 30th May 2012 20:08 Edited at: 30th May 2012 20:10
Quote: "Wow... I guess that means you are dead sure on that. So no "tricks" or anything that can be done?"


Unless the modders that help code FPSC currently (such as Scene Commander or Flatlander) can correct my information, I know of no method to cap the FPS via script. Although we're only coding/modding/developing in FPSC v1.17 currently, the source for v1.17 up to present source (v1.20 beta) shows no way to cap FPS via script.

Your tricks will have to come from model, level design, lighting, etc posted by others.


Twitter: @NFoxMedia
Teabone
Valued Member
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Joined: 8th Jun 2006
Location: Canada
Posted: 30th May 2012 21:55
The use off cullrange in entities has helped me make improvements.

Flatlander
FPSC Tool Maker
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 31st May 2012 06:03 Edited at: 31st May 2012 06:04
There is no command currently available to reset the sync rate or frame rate.

I'm surprised you are getting a noticeable difference except for the on screen text telling you the current frame rate. Have you tried v1.20 beta yet?

"A programmer is just a tool which converts caffeine into code . . . reminds me….. if I had one more brain cell, I could have a synapse! woo hoo, Sparky!

~I'm the Terry of the Flatlands.
ASTECH
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Posted: 31st May 2012 07:56
Quote: "I'm surprised you are getting a noticeable difference except for the on screen text telling you the current frame rate. Have you tried v1.20 beta yet?"


No but if my game is to be in the 1.19 compo... I can't use 1.20

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 31st May 2012 10:00
I see. Sorry, I didn't know.

"A programmer is just a tool which converts caffeine into code . . . reminds me….. if I had one more brain cell, I could have a synapse! woo hoo, Sparky!

~I'm the Terry of the Flatlands.
Marc Steene
FPSC Master
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Location: Bahrain
Posted: 31st May 2012 21:25
This isn't possible, the $FPS variable is read only, and this would require a source edit. You're better off optimising your level to try and make sure the slowdown doesn't happen in the first place.


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