onUpdate TPF value isn't accurate and/or onUpdate not always called #1222
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DeathPhoenix22
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I've found out that TPFs are enforced and doesn't consider slowdowns. Also, if the lag is intense (FPS drop bellow 5 fps), it'll display that 60 FPS were processed.
Am I using this engine wrong? By the look of it, it cannot be used if you drop bellow 60 FPS. |
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Hi all,
I'm facing a problem that's probably deeper in the way TPFs are calculated along with how the onUpdate mechanics is operated.
It seems like time isn't always accurate in the engine, causing all sort of issues.
For instance, when you load a new texture, the TPF isn't properly affected by it. Sometimes, the TPF value is as if loading the texture never affected the time per frame (it took 200 millis load a texture, the onUpdate is not called during that time, but the next onUpdate says -> all good were in 60 fps, tpf = 16.6 millis) This makes the game freeze.
Here is a super basic example of that problem happening in the RTSGame example:
In short, it'll printout when the TPF provided is off compared to the last time it was actually called on the component. I noticed that most components will have a frame skipped (2 to 3 times per second).
Thanks.
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