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Overkill
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« Reply #1 on: July 21, 2009, 08:28:16 AM » |
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Well, frame rate in frames per second is a pretty standard (or at least "good") way to measure real-time performance. If you're getting less than 60fps, it usually becomes visibly choppy. 30fps is probably acceptable, but preeetty skippy.
Games should only dip in FPS when there's lots of processing going on. When you've got an empty screen and nothing especially taxing being updated behind-the-scenes, you're likely getting the max FPS your engine is capable of doing.
If you have vsync turned off, you better hope you get way more than 60fps on an empty screen, or you're probably doing something wrong somewhere. And make SURE your average game scenario will fit nicely around 60fps or above. The only time your game should be choppy are when it's got a lot of stuff happening at once, like in a shmup with 5000 bullets coming at you. And even then, you'd probably like to avoid that, if you're making a bullet hell shmup
Make sure your game uses sane timer code, so that it can run smoothly across different machines. If you notice bottlenecks, eliminate them through your own intuitions, or hopefully, a profiler if you can.
Really, comparing performance to other engines is really only useful if you know that your game is running below your standards. If two engines are capable of getting high FPS, and both have cool games, the underlying performance issues are less serious.
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