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FPS cap #11469
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Maybe I'm overreacting, maybe another dev will come and correct me but uh... What the hell do you need an fps cap for? This is a 2d game that typically displays a flat screen. I wouldn't be surprised if it often is running at less than a frame per second. Is this an AI post or something real? Now... Some optimization for ram or cpu usage I'd understand, but gpu usage should rarely be a factor |
Game runs at unlimited FPS, therefore stressing GPU at very high levels even if the graphics the game draws are simple. |
So a quick double check on a machine with integrated graphics (Intel i5 10210U) Again, not my area of expertise, but it seems like
2d graphics isn't a new concept. How to optimize it isn't that difficult and it shouldn't be expected that a frame limit would do... Anything. Typically, if you're sitting on a flat screen, most of the time most of the screen shouldn't even redraw with a particularly good graphics engine. Again. I'd bet in an actual game, you're often not getting too much more than 5 fps despite not having a frame cap because there's no reason the game would update the screen. An fps cap sounds extremely redundant in these cases. If this was a 2d game with constant movement (say, a platformer, or so), this might be a more notable concern. But this is a game where there shouldn't be an expectation that any screen updates more than once a second unless you're scrolling rapidly |
Frame rate limiting is already in effect, fyi |
Main screen at 20% - hmm, could be due to fade-in and face-out, we switch maps every X second to make things interesting |
Probably, though it seems to stay steady at that percentage which implies we're doing redraws even when we aren't fading |
Gdx always runs on a loop re-rendering everything - it's here. On 'roid, it's different, but similar - there's gotta be somewhere where the Gdx Runnables are managed and the main render method is called...
Exactly - can be read at that first link. IIRC, you can't even turn it off to more than 60fps, but I may be wrong. Yes, mapgen might be what eats cycles - but I suspect OpenGL forced to software rendering. Can we test that? Do we have something or could do something in SytemUtils.getSystemInfo()? |
Is there an existing issue for this?
Game Version
4.11.4
Describe the bug
There seems to be no FPS cap option.
This leads to extremely high GPU usage and power waste, at least on Windows and on the main menu (did not test in-game).
Steps to Reproduce
Screenshots
No response
Link to save file
No response
Operating System
Windows
Additional Information
No response
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