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| 04 Jun 2012 09:39 AM |
> print ( wait() ) 0.03093164492568 47.261580823372 > print ( wait() ) 0.035775247270095 47.669605571198 > print ( wait() ) 0.033590407922226 48.043604408916 > print ( wait() ) 0.044948036638687 48.34965830162 > print ( wait() ) 0.039904827462706 48.553657806595 > print ( wait() ) 0.030589461785844 48.757672458877 > print ( wait() ) 0.03390236488471 48.928680410643
... Any explanation?
- ROBLOX Wiki Writer: wiki.roblox.com/index.php/User:Legokid135 |
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| 04 Jun 2012 09:39 AM |
| cuz processor b not perfect and windows' thread time allocator mabobby isn't perfect since that is not possible |
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| 04 Jun 2012 09:40 AM |
| and other scripts b takin ur execution time and roblox b taking some and it all varies and magic hax dance time |
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| 04 Jun 2012 09:43 AM |
ugm that stupd rblx usng tme D:
- ROBLOX Wiki Writer: wiki.roblox.com/index.php/User:Legokid135 |
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su8
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| Joined: 06 Mar 2009 |
| Total Posts: 6334 |
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| 04 Jun 2012 09:46 AM |
| it cant render le thingies in le same daim forever derppp |
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| 04 Jun 2012 10:07 AM |
wait() is prone to 'throttling' - a method in ROBLOX in which a process could either be held back or accelerated depending on networking delays or such.
☜▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☜☆☞▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☞ - Candymaniac, a highly reactive substance. |
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nightname
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| Joined: 10 Jun 2008 |
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| 04 Jun 2012 10:10 AM |
| It is because ROBLOX does not sleep correctly. If they were efficient, they would calculate the time it took to do the calculation, and remove it from the sleep time. Thus - having a relatively consistent FPS. |
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| 04 Jun 2012 10:59 AM |
| Its the actual time waited. Roblox tries to wait some specific time (1/30 secs?), but they cannot do it precisely because when the time arrives they might be doing something else or some other program might be currently running, so it might be a tiny bit off. If there is too much lag they cant keep updating at that rate and it might get way off. |
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digger183
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| Joined: 04 Oct 2008 |
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| 04 Jun 2012 11:16 AM |
Hio
- ROBLOX Wiki Writer: wiki.roblox.com/index.php/User:Legokid135 |
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digger183
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| Joined: 04 Oct 2008 |
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| 04 Jun 2012 11:17 AM |
| Why do you keep changing your account silly. |
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| 04 Jun 2012 11:18 AM |
Because I prefer this username, and join date!!
- ROBLOX Wiki Writer: wiki.roblox.com/index.php/User:Legokid135 |
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| 04 Jun 2012 12:04 PM |
How did he become a wiki writer if he doesn't even know why wait does that?....
~Read Between The Squiggles~ |
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nightname
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| 04 Jun 2012 12:17 PM |
"How did he become a wiki writer if he doesn't even know why wait does that?...."
You don't need to know that - in fact, there are no prerequisites to becoming a wiki writer, except knowing Roblox Lua. To be clear, I only know why wait() is inconsistent because I am an avid game programmer; learning about how FPS is controlled is considered basic necessity. |
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| 04 Jun 2012 12:18 PM |
"learning about how FPS is controlled is considered basic necessity."
And he doesn't know it... Sigh, ok. Mabye if they ever go around asking for more writers in the future I'll have a chance...
~Read Between The Squiggles~ |
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| 04 Jun 2012 01:05 PM |
> How did he become a wiki writer if he doesn't even know why wait does that?....
Just because I didn't know that area of wait, doesn't mean I shouldn't be a wiki writer/not a good-enough scripter to become one. Everyone has weak points, points they haven't explored yet or just didn't know how it works.
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| 04 Jun 2012 04:51 PM |
"If they were efficient, they would calculate the time it took to do the calculation, and remove it from the sleep time. Thus - having a relatively consistent FPS."
Not necessarily. I would assume Roblox already does that, and the aforementioned points in the thread (thread scheduling, hardware imperfections, etc) cause minor variations. That's why what wait returns is usually consistently around 0.031 to 0.033, but since Roblox is such a complex game with lots of stuff running in the background/at the same time, the occasional spikes up to 0.04 can't really be prevented. Those could just be poor thread scheduling by the system still, as another process could have hogged more processing time than it should have and the system didn't return to the Roblox application fast enough. |
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| 04 Jun 2012 05:38 PM |
| This is Roblox. So what if the time is off by 0.05? It's not like your game is going to break. I don't understand why people are always worried over these things. |
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| 04 Jun 2012 05:40 PM |
"I don't understand why people are always worried over these things."
Because they actually want to understand why things happen rather than just accepting that they happen.
Without people thinking like this we would still be in the dark ages. |
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| 04 Jun 2012 05:42 PM |
| Yes, but it's just such a small thing. |
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| 04 Jun 2012 05:59 PM |
| So? It's still an interesting topic |
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nightname
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| 04 Jun 2012 06:24 PM |
"Not necessarily. I would assume Roblox already does that, and the aforementioned points in the thread (thread scheduling, hardware imperfections, etc) cause minor variations."
There are other methods of keeping the FPS consistent, I just guessed that they may have not used the method I described. However, the things you pointed out should have been calculated to a certain extent - in fact, a spike of 40 milliseconds is very high, it shouldn't reach such a point. I am thinking you meant 4 milliseconds? Since ROBLOX is supposed to operate at 30 FPS, that would mean it updates 33 times a second ( = 1000 milliseconds / 30).
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Oysi
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nightname
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| 04 Jun 2012 06:48 PM |
| I meant it sleeps for 33.3 milliseconds. |
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| 04 Jun 2012 07:26 PM |
"in fact, a spike of 40 milliseconds is very high, it shouldn't reach such a point. I am thinking you meant 4 milliseconds?"
A spike to 40 milliseconds, not a spike of that much (which would bring it up to an update rate of 70 milliseconds per frame which would be a dramatic decrease). That's only about a 0.07 spike from normal, which I would consider acceptable for Roblox. |
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