Reply to Re: Some questions on FPS, true colour, and the DinkEngine
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: 1. I press alt + D to check FPS: in DinkEdit or in the game itself?
In-game
: 2. Why is true colour 'wrong' in a D-mod?
It is bigger than 8-bit so your videocard need to load more
: 3. What has true colour got to do with FPS?
See 2.
: 4. What has true colour and FPS have got to do
with the DinkEngine?
Nothing, only, when you have 10~20 fps you will notice stutter in graphics.
: 5. What's the difference between true colour
and the Dink Palette?
True colour ( 32-bit ) is 24-bit with 8-bit alpha. So you can make very nice graphics and smoke effects. But the dink palette doesnt have the colours to do those things.
Dink palette is 8-bit ( 256 colours )
: 6. Do many graphics on the same screen have something to do with FPS?
Yes, more graphics > lower fps
: 7. I know that adding many graphics in the same screen slows down the loading speed, but if you do have as many as 99 sprites on the screen (placed with the editor) does it screw up all comps? Or only the slow ones?
Every computer. But the faster your computer is, the less you will notice it, so 99 sprites with a p1 will be hell
: 8. Is there a difference in performance of a computer, of FPS, and of the DinkEngine when placing sprites on screen by using the editor or by using a script to place sprites on screen?
doesnt matter, both do...
: 9. Even if you have a fast comp, does the Dink Engine limit the speed of loading when you have many graphics? So, what speed is more important: the DinkEngine or the computer?
Speed of the computer
: 10. Can you still not put any new graphics in (with Dink Palette applied of course) even if you have a fast comp, without making sure it's not true colour?
You can save bitmaps in 8-bit or 8-bit dink pallete. If you do that, then its not 32-bit truecolour
: 11. DethLord said the Dink Engine is capped around 60-70 FPS. So more FPS's is good? Or is the 28 FPS IvanMZ mentioned good? What IS good? I'd say more FPS is good, but IvanMZ says less FPS is good - well, compared to 60-70 FPS...
The human eye can only see 30~60 FPS ( some people can even notice 70 fps )
The more fps you get, the faster the animations will be. If you want more fps, you can disable vsync.
: 12. If I have a new graphic (from one or the other source) what do I have to do to make sure that it doesn't overload the Dink Engine - the FPS and colour part?
Just save it as a 8-bit or 8-bit dink palette
: 13. Is this a problem that only occurs on fast comps? I didn't encounter any colour problem when playing my D-mod (Dink Smallwood's Christmas, that is) and neither did SabreTrout. I don't know the specs of his comp, but mine is real old (300, 32MB, 4 MB videocard.)
If you have 32-bit textures, then dink will auto. change it into 8-bit when they are loaded. It takes more time.
: 14. Any other things I should now on this subject?
Dont ask any questions anymore, please
: Thanks.
In-game
: 2. Why is true colour 'wrong' in a D-mod?
It is bigger than 8-bit so your videocard need to load more
: 3. What has true colour got to do with FPS?
See 2.
: 4. What has true colour and FPS have got to do
with the DinkEngine?
Nothing, only, when you have 10~20 fps you will notice stutter in graphics.
: 5. What's the difference between true colour
and the Dink Palette?
True colour ( 32-bit ) is 24-bit with 8-bit alpha. So you can make very nice graphics and smoke effects. But the dink palette doesnt have the colours to do those things.
Dink palette is 8-bit ( 256 colours )
: 6. Do many graphics on the same screen have something to do with FPS?
Yes, more graphics > lower fps
: 7. I know that adding many graphics in the same screen slows down the loading speed, but if you do have as many as 99 sprites on the screen (placed with the editor) does it screw up all comps? Or only the slow ones?
Every computer. But the faster your computer is, the less you will notice it, so 99 sprites with a p1 will be hell
: 8. Is there a difference in performance of a computer, of FPS, and of the DinkEngine when placing sprites on screen by using the editor or by using a script to place sprites on screen?
doesnt matter, both do...
: 9. Even if you have a fast comp, does the Dink Engine limit the speed of loading when you have many graphics? So, what speed is more important: the DinkEngine or the computer?
Speed of the computer
: 10. Can you still not put any new graphics in (with Dink Palette applied of course) even if you have a fast comp, without making sure it's not true colour?
You can save bitmaps in 8-bit or 8-bit dink pallete. If you do that, then its not 32-bit truecolour
: 11. DethLord said the Dink Engine is capped around 60-70 FPS. So more FPS's is good? Or is the 28 FPS IvanMZ mentioned good? What IS good? I'd say more FPS is good, but IvanMZ says less FPS is good - well, compared to 60-70 FPS...
The human eye can only see 30~60 FPS ( some people can even notice 70 fps )
The more fps you get, the faster the animations will be. If you want more fps, you can disable vsync.
: 12. If I have a new graphic (from one or the other source) what do I have to do to make sure that it doesn't overload the Dink Engine - the FPS and colour part?
Just save it as a 8-bit or 8-bit dink palette
: 13. Is this a problem that only occurs on fast comps? I didn't encounter any colour problem when playing my D-mod (Dink Smallwood's Christmas, that is) and neither did SabreTrout. I don't know the specs of his comp, but mine is real old (300, 32MB, 4 MB videocard.)
If you have 32-bit textures, then dink will auto. change it into 8-bit when they are loaded. It takes more time.
: 14. Any other things I should now on this subject?
Dont ask any questions anymore, please

: Thanks.
