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Re: WE HAVE 60 FPS!!! YAY

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oysi92 is not online. oysi92
Joined: 20 Nov 2008
Total Posts: 361
27 May 2012 04:02 PM
When roblox f'd up the waiting system, they made the minimum wait time be 1/60 as opposed to 1/30. What this means is that we can have 100% smooth everything. Like, our animations and stuff like that can work at 60 fps (like the rendering) instead of the boring laggy-by-one-frame 30 fps. THANK YOU ROBLOX!!! I HOPE YOU DON'T CHANGE IT, PLEASE DON'T, I REALLY REALLY REALLY WANT THIS!!!! =D
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Quenty is not online. Quenty
Joined: 03 Sep 2009
Total Posts: 9316
27 May 2012 04:03 PM
Yay. :D

Someone teach me to use delta now!
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LocalChum is not online. LocalChum
Joined: 04 Mar 2011
Total Posts: 6906
27 May 2012 04:04 PM
OMG YES
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TheMyrco is not online. TheMyrco
Joined: 13 Aug 2011
Total Posts: 15105
27 May 2012 04:08 PM
JAAAAAAAAAAAAAAAAAAAAAAAAAAA JA JA JAAAAAAAAAAAAAAAAAA
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Quenty is not online. Quenty
Joined: 03 Sep 2009
Total Posts: 9316
27 May 2012 04:08 PM
I'll bet some of my animations are screwed, but that's OK.

Someone teach delta pl0x?
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nightname is not online. nightname
Joined: 10 Jun 2008
Total Posts: 8960
27 May 2012 04:13 PM
@Quenty

What don't you understand about delta? Delta is used in mathematics and science as the "change in" or "difference" operator; it is represented by a triangle.

If you are talking about delta in Game Programming, and main loops, then I use delta for counting how much time has passed since the last loop. Nothing terribly hard.

Basically, every time it finishes looping, delta should become zero - then start count again.
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oysi92 is not online. oysi92
Joined: 20 Nov 2008
Total Posts: 361
27 May 2012 04:14 PM
Basically... Say you have a brick which is supposed to move 1 stud per sec, and you want it to work for any fps.

  local part = script.Parent
  local to = Vector3.new(0, 50, 0)

  local fps = 60

  while true do
    local delta = wait(1 / fps)
    part.CFrame = CFrame.new((to - part.Position).unit*delta)
  end

What happens here is, if the fps is 2, that CFrame change will only occur two times a sec. And the delta will be 0.5 every time it's called. Which causes it to go 1 stud per sec, because 2*0.5 is 1. If the fps is 10, however, it will be called 10 times a sec. But then the delta is 0.1. And so on. The more calls per sec, the smoother. At 60 fps it will move by ultra small steps, but be called enough times (60) to make it go 1 stud after 1 sec.
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Quenty is not online. Quenty
Joined: 03 Sep 2009
Total Posts: 9316
27 May 2012 04:21 PM
I kind of get it. How are you calculating the FPS again?
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oysi92 is not online. oysi92
Joined: 20 Nov 2008
Total Posts: 361
27 May 2012 04:27 PM
Well, in roblox you'd simply do [ delta = wait(1 / desiredFps) ]
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Quenty is not online. Quenty
Joined: 03 Sep 2009
Total Posts: 9316
27 May 2012 04:29 PM
Ahh... Don't you want the DesiredFPS to be like... math.huge or something?

How would you set it up?
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oysi92 is not online. oysi92
Joined: 20 Nov 2008
Total Posts: 361
27 May 2012 04:34 PM
Why? Logically, with math.huge, you'd get an infinite amount of calculations done per sec. Luckily, roblox confines this. Which is the point of this thread. It used to be 30, now it's 60. But, you only need 60, because the average screen can't even render faster. The thing is, with roblox, you get a pretty steady fps delta flow, so you don't really NEED to use delta, for most things (in roblox, that is). But, the 60 fps is actually like 56-60. The 4 frames won't really matter that MUCH for animations and stuff, but if you want to be 100% accurate, or something, you'd need to use delta.
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Quenty is not online. Quenty
Joined: 03 Sep 2009
Total Posts: 9316
27 May 2012 04:39 PM
It does matter. Plus, if I want to pause the whole server or something...

Lol. Anyway, I really can't pause physics... Still... I guess I see how using wait() would work... :D

Thanks. :D
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nightname is not online. nightname
Joined: 10 Jun 2008
Total Posts: 8960
27 May 2012 04:52 PM
"Well, in roblox you'd simply do [ delta = wait(1 / desiredFps) ]"

You shouldn't do that, not to mention that is incorrect. The calculations may have also took more time than you suspected, thus not having a consistent FPS.

What you should do is check how long the calculations took, then take that away from the time to sleep for - thus giving you a constant FPS. If I wanted an FPS of 60, then I would make the the thread sleep for 17milliseconds, because 1000 milliseconds (1 second) divided by 17 is approximately 60. Thus, sleeping about 60 times in 1 second.

Now all you need do is to check how long it took to calculate everything and update the game, then take that away from the time to sleep. So if it took 3milliseconds, then it should sleep for 14milliseconds.

If you do it this way, the "real way", then you should try implementing a safety procedure - just in the case that it took 17 milliseconds or more to update, your computer doesn't try to wait negative seconds but instead wait a fixed amount of time to prevent not sleeping and crashing your computer.
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
27 May 2012 05:00 PM
'But, you only need 60, because the average screen can't even render faster.'

Mine can. 75Hz.
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Sorcus is not online. Sorcus
Forum Moderator
Joined: 29 Nov 2010
Total Posts: 3775
27 May 2012 05:02 PM
Should be a mistake. Will be fixed.

~Sorcus
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
27 May 2012 05:03 PM
...This was supposed to be a good thing...
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nightname is not online. nightname
Joined: 10 Jun 2008
Total Posts: 8960
27 May 2012 05:05 PM
Most screens have a refresh rate of 48 or 72, I don't really understand what he is saying. Maybe he is speaking about how the human eye can only precieve up to about 50Hz - but there is an argument to that.

If the screen refreshes too fast, it starts to blur - if it refreshes to slow, you'll notice it flickering. Thus, you'll probably want a refresh rate of about 60 - 120.
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Quenty is not online. Quenty
Joined: 03 Sep 2009
Total Posts: 9316
27 May 2012 05:06 PM
The human eye refreshes around 15 FPS or so. So I mean, 30 is good.

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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
27 May 2012 05:07 PM
'The human eye refreshes around 15 FPS or so'

24*
I think.
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nightname is not online. nightname
Joined: 10 Jun 2008
Total Posts: 8960
27 May 2012 05:12 PM
@Prehistorican & Quenty

Nope, that is not right. 24 FPS is what TVs use, but now most use 48 or 72 to give a crisp image. If you are watching TV with 24 FPS, and a high speed movie comes on, it'll be moving too fast that you'll feel sick. If at 48 or 72, the movie will be continuous, so less nausea.

Also, Quenty is right about the it "processing" 12 frames in a second - but it can still perceive any frames in between them. Thus, creating the effect of continutity between frames.

If it is too high, the continuity becomes a blur.
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LPGhatguy is not online. LPGhatguy
Forum Moderator
Joined: 27 Jun 2008
Total Posts: 4725
27 May 2012 05:21 PM
@nightname
No?
On a 120Hz monitor, there is a noticeable difference between 60fps and 120fps (notably between M&B or MC and BF3)
It isn't blurry. With interlacing, it might be, but it's not interlaced.
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nightname is not online. nightname
Joined: 10 Jun 2008
Total Posts: 8960
27 May 2012 05:40 PM
@LPGHatguy

I never said 120 FPS is blurry. We want it to be blurry between perceivable frames to remove motion blur - and you'll need a high FPS to do such a thing, higher than 30 FPS.

However, if your FPS is far too high - it can cause blurring. Not to mention that you would never want an FPS which is far too high (GPU's FPS, not the screen's).
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jrf2112 is not online. jrf2112
Joined: 29 Jun 2008
Total Posts: 3354
27 May 2012 05:43 PM
When a screen is blurry between frames it reduces eye strain. That's why motion blur is not only cool, but it helps.

vsauce did a video on it once, it was very interesting.
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LPGhatguy is not online. LPGhatguy
Forum Moderator
Joined: 27 Jun 2008
Total Posts: 4725
27 May 2012 05:43 PM
@nightname
I have no problems ever with blurring running Minecraft at 900 FPS and displaying 75 FPS to my screen

Naturally I now limit the framerate to 75 FPS because that's my current monitor refresh rate, but still, my point stands.
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Vitouliss14 is not online. Vitouliss14
Joined: 18 Mar 2009
Total Posts: 7918
27 May 2012 05:46 PM
60 FPS AHHHH YEAAAH

@Sorcus

Don't fix it pleaasee.....30 FPS is okey but 60 FPS is really good for ROBLOX and would provide more opportunities for GAAMEE Development
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