Decouple UPS / FPS

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ravenbs
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Decouple UPS / FPS

Post by ravenbs »

Hello,

Unfortunately it sees that UPS and FPS is coupled.

Currently my Map take 1ms for the Graphic and 1ms for the Update.
So I can at max run the game with 500 FPS/UPS.

But 500 FPS does not make any sense - 60 would be more then enough.
Rendering echt 10th frame would allow 900 UPS and 60 FPS.

So my suggestion is to have a setting like "Max FPS" in graphic options and skip Frames if this is exceeded.
Would alow faster "Time warps" on very slow mods like seablocks.

Thank you for your time :)
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valneq
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Re: Decouple UPS / FPS

Post by valneq »

Do you play with vsync (graphics settings) disabled?
Enabling vsync will limit the FPS to the FPS your monitor can handle.

I am not sure how this interacts with "time warps" (whatever that is) but it sounds like what you want.

Wait, but why do you want to have more updates than you can render?
Even if you start to manipulate the game speed, you still want to update as quickly as you can render, not more.
What good is a computed update if you don't have the time to render it anyways?
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Re: Decouple UPS / FPS

Post by Klonan »

You can turn on vsync, to limit your max frames to your refresh rate
mrvn
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Re: Decouple UPS / FPS

Post by mrvn »

valneq wrote: Mon Oct 21, 2019 2:08 pm Do you play with vsync (graphics settings) disabled?
Enabling vsync will limit the FPS to the FPS your monitor can handle.

I am not sure how this interacts with "time warps" (whatever that is) but it sounds like what you want.

Wait, but why do you want to have more updates than you can render?
Even if you start to manipulate the game speed, you still want to update as quickly as you can render, not more.
What good is a computed update if you don't have the time to render it anyways?
Because it takes 30 minutes to produce enough landfill to continue to expand in seablock and you want to cut that down to 3 minutes by running 10x speed. No need to show every frame while you wait.
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ssilk
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Re: Decouple UPS / FPS

Post by ssilk »

„Because it takes 30 minutes to produce enough landfill to continue to expand“

So you are telling us to want more speed, because you didn’t automate...

<Shaking head>
And what if you built 20 assemblies for landfill (and stone etc.) in that time?
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mrvn
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Re: Decouple UPS / FPS

Post by mrvn »

ssilk wrote: Sat Oct 26, 2019 3:24 pm „Because it takes 30 minutes to produce enough landfill to continue to expand“

So you are telling us to want more speed, because you didn’t automate...

<Shaking head>
And what if you built 20 assemblies for landfill (and stone etc.) in that time?
You can't place them in water. You have to landfill first. And then you need electrolizer to get slag as byproduct from splitting water, Crush that for crushed stone and then make landfill from that. All of that needs power which you also can't build in water. Seablock is a bit of a slow start.
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valneq
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Re: Decouple UPS / FPS

Post by valneq »

ravenbs wrote: Sun Oct 20, 2019 2:59 pm But 500 FPS does not make any sense - 60 would be more then enough.
Klonan wrote: Mon Oct 21, 2019 2:14 pm You can turn on vsync, to limit your max frames to your refresh rate
Have you tried Klonan's suggestion? Does it solve your problem?
ravenbs
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Re: Decouple UPS / FPS

Post by ravenbs »

It is like mrvn say.

I want to speed things up for Seablocks or Spaceblocks.
Because sometimes you cant do anything except waiting for hours.

There is just no space to build on - until you have landfill.
And therefore speeding up the game by x10 oder x20 ist really helpful.


Also in the endgame.
Rendering each 10th Frame would be more than sufficent if the game runs over night with deactivated monitor, to farm stuff ;).
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valneq
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Re: Decouple UPS / FPS

Post by valneq »

@ravenbs: I am not sure we understand each other. Let me recap. Your suggestion is the following:
ravenbs wrote: Sun Oct 20, 2019 2:59 pm So my suggestion is to have a setting like "Max FPS" in graphic options and skip Frames if this is exceeded.
This setting exists, it is called "vsync". It is a very general technology that is used throughout the graphics stack. It sets the maximally rendered FPS to the refresh rate of your monitor. If the monitor gets its signal from the graphics card at 60 frames per second, then this is your maximum FPS. IF you run your refresh rate of the monitor faster or lower, it adjusts accordingly. This is why Klonan suggested:
Klonan wrote: Mon Oct 21, 2019 2:14 pm You can turn on vsync, to limit your max frames to your refresh rate
You have not yet answered the following question:
mrvn wrote: Mon Oct 28, 2019 11:21 am Have you tried Klonan's suggestion? Does it solve your problem?
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Lubricus
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Re: Decouple UPS / FPS

Post by Lubricus »

The FPS can already be lower that the UPS.
The FPS can on the other hand not be higher than the UPS because the game has no changes to render in-between the UPS ticks.
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Re: Decouple UPS / FPS

Post by Bazhosh1 »

Where is the problem? Works exactly like you want it to.
Gamespeed 1000x:

20191110104640_1.jpg
20191110104640_1.jpg (690.66 KiB) Viewed 2956 times
ravenbs
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Re: Decouple UPS / FPS

Post by ravenbs »

You are right - VSync did the trick.
Thanks
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