Reply to Re: FPS and Hz
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: 6. Do many graphics on the same screen have
: something to do with FPS?
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: With the "frames per second" of the screen, in
: other words, "refresh rate".
: By example, a tree in Dink Smallwood is static,
: it is not an animation, so it do not have FPS,
: but it is drawn 60 times in a second: 60 Hz.
: A duck walking is an animation, maybe 15 FPS.
: Each frame is drawn 4 times in a second (60÷15=4),
: so the entire animation has 60 Hz.
: The water magic of Dink. We will suppose it has
: 20 FPS, then every frame is drawn
: 3 times in a second: 3 Hz, 60 Hz the entire animation.
: An animation of only 1 FPS is drawn 60 times in a second,
: 60 Hz.
: A tree: 0 FPS, 60 Hz.
: A duck: 15 FPS, 4 Hz every frame (60 Hz entire animation).
: Water magic: 20 FPS, 3 Hz every frame (60 Hz entire animation).
: An animation: 1 FPS, 60 Hz every frame.
: If there are much sprites, it takes much
: time to the processor to finish all calculations, and
: if it is incapable of draw 60 times in a second, then
: it skips every certain time (50 Hz, 40 Hz, 28 Hz, etc.).
That is just so wrong. The refresh-rate of the screen is constant, which means that if you set it to 60 Hz, it refreshes at a rate of 60 times a second, no matter what information is sent to it from the computer.
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: 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...
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: Oh, not FPS, Hz. DethLord was indicating the
: "animation of the screen".
: 60 Hz is the correct refresh rate. If it is
: less, then it is less good.
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No. The speed at which something animates at screen is not relevant to the refresh rate. At least not until the fps gets higher than the Hz. Cause think of it, if something refreshes at 60 times per second, then you have to have more than 60 fps to "lose" anything of the animation, which is still quite illogical.. eh, what the heck, all I know is that the refresh-rate of the screen is constant, and that it is the fps that decides how smooth an animation runs.
: 6. Do many graphics on the same screen have
: something to do with FPS?
: ***********************************************
: With the "frames per second" of the screen, in
: other words, "refresh rate".
: By example, a tree in Dink Smallwood is static,
: it is not an animation, so it do not have FPS,
: but it is drawn 60 times in a second: 60 Hz.
: A duck walking is an animation, maybe 15 FPS.
: Each frame is drawn 4 times in a second (60÷15=4),
: so the entire animation has 60 Hz.
: The water magic of Dink. We will suppose it has
: 20 FPS, then every frame is drawn
: 3 times in a second: 3 Hz, 60 Hz the entire animation.
: An animation of only 1 FPS is drawn 60 times in a second,
: 60 Hz.
: A tree: 0 FPS, 60 Hz.
: A duck: 15 FPS, 4 Hz every frame (60 Hz entire animation).
: Water magic: 20 FPS, 3 Hz every frame (60 Hz entire animation).
: An animation: 1 FPS, 60 Hz every frame.
: If there are much sprites, it takes much
: time to the processor to finish all calculations, and
: if it is incapable of draw 60 times in a second, then
: it skips every certain time (50 Hz, 40 Hz, 28 Hz, etc.).
That is just so wrong. The refresh-rate of the screen is constant, which means that if you set it to 60 Hz, it refreshes at a rate of 60 times a second, no matter what information is sent to it from the computer.
: ***********************************************
: 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...
: ***********************************************
: Oh, not FPS, Hz. DethLord was indicating the
: "animation of the screen".
: 60 Hz is the correct refresh rate. If it is
: less, then it is less good.
: ***********************************************
No. The speed at which something animates at screen is not relevant to the refresh rate. At least not until the fps gets higher than the Hz. Cause think of it, if something refreshes at 60 times per second, then you have to have more than 60 fps to "lose" anything of the animation, which is still quite illogical.. eh, what the heck, all I know is that the refresh-rate of the screen is constant, and that it is the fps that decides how smooth an animation runs.
