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Krash
21st February 2002, 01:43
I've been watching a couple of my old presets recently, and noticed that they go WAY faster than they used to. I assume this is due to recent improvements in MilkDrop that is yielding higher frame rates.

Some of the effects - digital flame, in particular - are kinda ruined by this high frame rate - you miss all the fine detail, and it just doesn't look as real as it did at 50fps. It's too flickery.

I propose one of two additions to MilkDrop to address this problem

1) Per-preset framerate limiter - just a menu setting that allows you to set a maximum frame rate for the preset

2) A variable accessible in per-frame and per-pixel, which contained the current fps. This way, you could include it in per-frame and per-pixel code, so that things move further per frame when the frame rate is low, and faster when it is high.

Either could be useful, though having the fps variable would require recoding many of the presets.

- Krash

D&B
21st February 2002, 18:24
Great idea. Of noticed that at 110 fps, many things dont look as cool, so I have capped my Milkdrop at 50.

Rovastar
25th February 2002, 00:40
That would be good Krash (the second idea esp) but there would so much more calculatoins in it. Just to clarify you will only have to rewrite the presets that you think are problems. I cannot think of many/any of mine where that is an issue.

BTW why are you running the presets so quick don't you just up the res/texture/mesh so that they always run at about 30fps.

ARe people getting really quick fps? 110!!! Is this with the options at max! Do we need an improved texture size say 4048x4048 to slow it down? IS this possible?. Are gFX cards getting too quick for MD!?