I'm not new to AppGameKit or DarkBasic in terms of years, but certainly in terms of experience and thought this would be a better location for this question.
Is benchmarking using FPS as a guide a good method? Here's what I have done.
I have a Tier 1 game I've written that I've uncapped the FPS. The framerate is plenty high enough - 280 FPS as it starts on Level 1. As the game goes on the framerate gets lower and lower. I don't need 280 FPS, but at a 60 FPS cap - it would take me a lot longer to see the frame rate become impacted.
I'm unclear on what is impacting the FPS. I'm cleaning up my sprites, particles and arrays. My total sprite count on the 1st Level is higher than the ones after it due to a weather effect I added. I don't see a change in the amount of sprite draws that seems significant and I load all my images for sprites at the start of the game. The lower framerate persists even if the game ends and it goes back to the start screen which is very light logically as far as the main loop is concerned, the framerate continues to stay at the lower framerate. My guess is there is something else I'm introducing that I'm missing, but I wanted to be sure I'm approaching it correctly before I chase ghosts (which would be cool if it were pacman clone, but its not).
Thanks!