Just keeping an eye on my stat fps which fluctuates between 27 fps and 34 fps. (depending on what I am looking at
in the viewer play mode(this is while playing the game in the editor’s viewer).
So the question is what fps is considered “standard” and what should I shoot for?
I am only building the basic blocking of the game at this point will optimize later but I am already
just peeking at the fps and wondering …
What is considered “unacceptable” and what will “pass” in a standalone game aimed for marketing?
Penny for your thoughts on this issue.
Thank you.
Aim for much as possible fps.
30 is minimum, when you ask me 60 good without VR.
When you use physics and your fps drops below 30 you can get weird results or transforms are jittering looking. Destroys a game, if you ask me.
Use the devtools view “quick” to see what is eating up performance.
Depending on your system too, when you still use your notebook.
“I am only building the basic blocking of the game at this point will optimize later”… Hmm i have performance always in view.
I look early for performance “eaters”.
When you talk about optimizing, think ahead that you plan to use event tick wisely and not to much.
I integrated it in my gameplay with activated/deactivated sectors and could fill worlds or small levels with my stuff, makes no difference.
Hi thank you great info there. How to I use “quick”? Do I just open command line in viewer during play mode and type quick?
I am building with fps in mind but its my first game and also “pushing it” to see what works and what doesn’t.
O.k. great thanks. Yeah my own machine specs doesn’t really matter because gamers with slower machines than mine must be able to play the game. So my own rig is really irrelevant.
Yeah you are right. I guess my machine is 4 years old, an i5 processors and Intel HD3000 video card which I know is terrible.
I think most gamers have better machines.
RAM is 6GB and its a 4 processor machine.
I do play games like Dishonored and Blacklight Retribution which were built in UDK.
They run blazing fast, even on big maps.
I know UDK required a lot less to run it though.