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  Accurate Frame Rates  (Read 1630 times)
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Offline Silicon_Munky

Senior Newbie




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« Posted 2003-01-02 06:56:18 »

I'm not sure if it's because it is late or because I am blind, but I can't seem to find any info on coding a moderatly accurate framerate counter. Could someone please give me a hand?

Thanks.

I just converted the VolatileDuke demo to Full Screen Exclusive and I'm curious as to how fast it's running.
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« Reply #1 - Posted 2003-01-02 16:35:48 »

every frame, increment a counter.
every second, print the counter, then zero it.

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Offline princec
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« Reply #2 - Posted 2003-01-02 21:20:40 »

...and for the purposes of counting seconds, System.currentTimeMillis() will do the trick accurately enough. Every frame just see if it's gone over a second since you last looked.

Cas Smiley

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« Reply #3 - Posted 2003-01-02 23:29:28 »

Quote
...and for the purposes of counting seconds, System.currentTimeMillis() will do the trick accurately enough.


just Grin

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Offline Silicon_Munky

Senior Newbie




Java games rock!


« Reply #4 - Posted 2003-01-03 02:04:25 »

heheh just is right....

i noted that my loops would run 4 or 5 times without System.getCurrentMillis() returning any different results; then all of a sudden it would change by like 15 or 16 millis..

in the end i just setup it so that it calculates the average framerate over the lifetime of the program.

this is goodenough for my purposes


I'm getting about 450 fps @ 1280x1024x32 with 1 sprite(duke.gif)

does that sound about right? It's running on a geforce4
Offline princec
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« Reply #5 - Posted 2003-01-03 12:11:47 »

After 1 second has passed you will be at most 1.5% inaccurate then. At around 60fps that's not even measurable so "just" isn't the word you're looking for Smiley

Cas Smiley

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« Reply #6 - Posted 2003-01-03 18:37:31 »

on a win9x system that error goes upto at most +/-5%.
At 60fps, thats could give an error of +/-3fps, not so inconsiderable Tongue
anyway! it was meant as a joke, lol Grin

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