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Allow a reduced render rate #313

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samme opened this issue Aug 3, 2017 · 4 comments
Closed

Allow a reduced render rate #313

samme opened this issue Aug 3, 2017 · 4 comments
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@samme
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samme commented Aug 3, 2017

E.g., if you set game.time.desiredFps to 30, updates are reduced to 30 per second but renders continue at 60 per second, leaving you with 2 renders per update (the second is wasted).

It would be nice if we could skip renders that would exceed the update rate.

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samme commented Aug 4, 2017

Example: https://codepen.io/samme/pen/KvNpeN

You can reduce the render rate manually by toggling lockRender on and off: https://codepen.io/samme/pen/wqomNr

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samme commented Aug 7, 2017

Update/render plot: https://codepen.io/samme/pen/RZKMMw

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samme commented Aug 24, 2017

The FPS calculations would have to be changed. Phaser.Time assumes that every Time#update corresponds to one render (via Phaser.Game#update).

@samme samme modified the milestone: 2.9.0 Aug 27, 2017
@samme samme modified the milestones: 2.9.0, 2.10.0 Sep 7, 2017
@samme samme self-assigned this Jan 16, 2018
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samme commented Jan 16, 2018

I guess this will be Phaser.Game#forceSingleRender. Weird.

@samme samme closed this as completed in 495a46d Jan 16, 2018
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