hi there,
i wonder if there is a way to limit the wpf framerate within a process?
i.e. i do not want to limit a single animation's framerate, but the global
framerate for my whole application.
i think i've seen something like this before but i can't find it anymore.
thanks
...
I'm using the AVIFile Wrapper to create video from my WPF app. I'm using CompositionTarget to grab an image for each frame but I'm having problems with framerate. As my app slows down with heavy data load, the CompositionTarget frame rate drops. With less video frames, when I play back these parts appear as fast forward.
Is there a vide...
I'm developing a game for Android. It's got a lot going on but is running reasonably smoothly. That is, of course, until the user touches the screen.
While they're touching it, onTouchEvent is called (with action = ACTION_MOVE, x = 0 and y = 0) roughly once every ten milliseconds at what appears to be a fairly high priority, as it absol...
I have two CALayer subclasses, each with their own drawLayer:(CALayer *)layer inContext:(CGContextRef)ctx delegate. They are both simple layers (some single color shapes drawn with CG paths), but I need to scale about 12 instances simultaneously, and I'm having some issues with frame rates. I marked all of the layers as opaque to try to ...
Hi.
I have a quick question: I am loading a mp3 file into a NSData object and then I play it using the AVAudioPlayer in my game. Every second or so, the frame rate drops and you can see a stuttering on the screen. It is not a major slowdown, but clearly noticeable and disrupting to the gameplay. Not playing the music track with the AVAu...
I'm writing a game with cocos2d and I have noticed that the frame rate drops as the game progresses. I've checked for leaks but everything looks fine so I'm at a loss as to what to do next. Sorry if this is a really basic question but what sort of factors cause frame rate loss?
The problem seems to get worse when I clear the sprites fr...
What would be the best way to measure the frame rate of my OpenGL program?
...
I'm learning DirectX from a book about game programming, and it uses the following method for a game loop:
long int start = GetTickCount();
while(true)
GameRun();
void GameRun()
{
if(GetTickCount() - start >= 30)
//do stuff
}
This makes start equal whatever the time is (I'm guessing get tick count gives the number o...
I posted this to the Adobe forums but I don't expect a good answer there. I am looking for help from someone who has done a game in flash and has encountered the same problem.
Steps to reproduce my problem:
Create simple dot DisplayObject in flash
dot.graphics.beginFill( color);
dot.graphics.drawCircle( 0, 0, 2 );
dot.graphics.endFil...
I am developing a 2D game for the iPhone and iPod Touch using OpenGL ES 1.1. Everything works ok on the iPhone, iPhone 3G and all iPod Touch models. The game usually renders the scenes at ~60 FPS.
This happens on the iPhone 3GS also, but sometimes (it's completely random) the 3GS drops the framerate to around 40 FPS and the animation se...
Trying to find a way to limit the framerate of programs/games externally in a similar fashion to VSync, but to a specified number (instead of screen refresh rate). A perfect example of what I am aiming for can be seen in FRAPS, when recording a video the framerate is limited to the recording rate. The reason is for fast pace games which ...
Hi folks!!
Driven on by curiosity, I’m trying to understand the Life Cycle used by Flex Application.
So, I’ve done a little research on this argument; the two key concepts used into the FlashPlayer are:
SWF Frame: it’s the logical unit that contains graphical code and as code
Flash Player Frame: it’s the time interval used by Flash ...
I can read now the last line from the FFmpeg procees executed in a cmd window.
with this source using Scripting host model object reference.
Private Sub Command1_Click()
Dim oExec As WshExec
Dim sRow As String
With New WshShell
Set oExec = .Exec("ffmpeg.exe")
End With
Do While oExec.Status = Wsh...
I understand why it does that but I don't really have any idea of how to prevent that. So the scenario is, every frame I move the car by a certain of predefined pixels. What happens is when I go on slow or faster computer... well I get less or more frames per seconds so the car moves either slower or faster. I was wondering how I coul...
I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March de...
I'm trying to make an SDL program that runs with a constant frame rate. However I'm finding that even though my program is lagging a lot and skipping a lot of frames (even though it's running at a low frame and isn't rendering much).
Do you guys have any suggestions to make my program run smoother?
#include "SDL.h"
#include "SDL/SDL_tt...
Do older iPods and iPhones have a frame rate of 60fps?
I'm finding that all the methods for calculating time intervals on iPhone (cftimeinterval, nstimer, timesince1970, etc) are all giving me bad data, so I've decided assume a frame rate of 60, just not sure if older apple devices can run at this.
...
Fastest 2D frame rate possible with android NDK, my try included, better options available?
I used the NDK and OpenGL ES 2.0 to display a frame as a texture on a GL_TRIANGLE_STRIP.
This was done on a HTC Desire, same hardware as Nexus One.
I tried to load multiple GL_RGBA textures and switch between the textures, because the normal fill...
I am trying out the (latest) Android SDK, and noticed some strange behavior.
I've written a skeletal SurfaceView app: Activity, SurfaceView and a rendering thread. It doesn't actually do any painting, and only writes out the framerate to logcat once a second. When it runs in portrait mode, I get around 60 fps. However, when I flip it to...
I'm building an application in Actionscript using Flash assets, and my frame rate becomes very low (~7 fps) when I attempt to render 20+ assets on the screen, even though most of those assets are stopped movie clips. I've tried setting .cacheAsBitmap to true, which helps a bit, but not enough. What else can I do to get the frame rate up?...