22-05-2007, 09:25 PM
The upper part of the post is just a section explaining how to unlimit how many times the GameLoop sub is allowed to do its events, and instead just limit things that need to be limited.
Now, graphical wise.. yes, there's a big difference in a player walking 1 pixel per ProcessMovement(), or 8.
The player will get displayed differently 4 times if it's 8, and 32 times if it's 1. (That is, if your PIC_X and PIC_Y are both 32..) That makes a big difference on smoothness. I may make a blank MSE with this, a couple screenies, or maybe a video.. hmm.
But yes, Dave. You're right. In a blank MSE, if you uncapped GameLoop, then capped all the calls inside to 60 again, then it will, of course, run the same but at a higher framerate, resulting in no noticable difference to the eye.
:: Erik
Now, graphical wise.. yes, there's a big difference in a player walking 1 pixel per ProcessMovement(), or 8.
The player will get displayed differently 4 times if it's 8, and 32 times if it's 1. (That is, if your PIC_X and PIC_Y are both 32..) That makes a big difference on smoothness. I may make a blank MSE with this, a couple screenies, or maybe a video.. hmm.
Dave Wrote:The eye may require more than 16 FPS for other situations, but a MS game would probably look exactly the same at around 8 FPS. There's just not enough going on to notice any difference.
But yes, Dave. You're right. In a blank MSE, if you uncapped GameLoop, then capped all the calls inside to 60 again, then it will, of course, run the same but at a higher framerate, resulting in no noticable difference to the eye.
:: Erik