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Game time slows down when fps is low

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    Game time slows down when fps is low

    Hi guys.
    I have been working on an online shooter project which one of the players works as the host and others are the clients.When run the host on a high performance pc, everything is okey. But when we run the host on an old pc, game's time slows down like the slomo command. Low fps rate shouldn't be effective on game's time. 1 second still should be equal to 1 second in real time but when fps is low old pc's 1 second takes 3-4 seconds in real life. It effects multiplayer part too much. Do you know how can i solve it?

    #2
    Originally posted by mutlugazoz View Post
    Hi guys.
    I have been working on an online shooter project which one of the players works as the host and others are the clients.When run the host on a high performance pc, everything is okey. But when we run the host on an old pc, game's time slows down like the slomo command. Low fps rate shouldn't be effective on game's time. 1 second still should be equal to 1 second in real time but when fps is low old pc's 1 second takes 3-4 seconds in real life. It effects multiplayer part too much. Do you know how can i solve it?
    It sounds like you have a lot of stuff on tick. Tick IS dependent on the hardware performance, and needs to be corrected by multiplying by delta seconds.

    On the other hand timelines are hardware independent ( unless you abuse them and use them like a tick ).
    Check out Zof ( puzzle game ) on Steam:

    https://store.steampowered.com/app/1414480/Zof/

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      #3
      Originally posted by ClockworkOcean View Post

      It sounds like you have a lot of stuff on tick. Tick IS dependent on the hardware performance, and needs to be corrected by multiplying by delta seconds.

      On the other hand timelines are hardware independent ( unless you abuse them and use them like a tick ).
      That info is valuable thank you. I will try to figure out somethings about it. I will write here the result after i try.

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        #4
        Originally posted by mutlugazoz View Post

        That info is valuable thank you. I will try to figure out somethings about it. I will write here the result after i try.
        Just multiply all movement by delta time to get it in distance/sec, not distance/tick

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          #5
          Originally posted by Bits360 View Post

          Just multiply all movement by delta time to get it in distance/sec, not distance/tick
          it's not just movement. Physics are broken and replication gets slower too

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