Friday Facts #70 - The smooth fps

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TBog
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Re: Friday Facts #70 The smooth fps

Post by TBog » Tue Feb 03, 2015 3:23 pm

It seems you need to double buffer the 'data' that is 'collected'. This way you will render data that was generated the previous update while generating data for the next. At least that's what I do. I'm a game developer too.
My current setup at home does not need vsync, I'm using a GSync monitor. Is there any way to make the game run at a variable fps? min 30 max 144

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Re: Friday Facts #70 The smooth fps

Post by kovarex » Tue Feb 03, 2015 3:36 pm

TBog wrote:It seems you need to double buffer the 'data' that is 'collected'. This way you will render data that was generated the previous update while generating data for the next. At least that's what I do. I'm a game developer too.
My current setup at home does not need vsync, I'm using a GSync monitor. Is there any way to make the game run at a variable fps? min 30 max 144
Gsync, that would be great if more than just a few people had it :)

ltnickmage
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Re: Friday Facts #70 The smooth fps

Post by ltnickmage » Thu Feb 05, 2015 6:55 pm

What is GSync and VSync and what is the difference between the two?

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Re: Friday Facts #70 The smooth fps

Post by Gammro » Thu Feb 05, 2015 8:26 pm

If I'm correct, Gsync also synchronises the refreshrate of the screen with your FPS. Vsync only synchronises with the refreshrate of your monitor.
So if you get less than 60FPS on a 60Hz screen, say 50 FPS, vsync would limit the FPS to 30. Gsync would leave the FPS at 50, only let the screen refresh as soon as a frame is ready to be displayed, effectively making it 50Hz.

Image
Image

http://www.geforce.com/hardware/technology/g-sync/faq
Ignore this

MF-
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Re: Friday Facts #70 The smooth fps

Post by MF- » Fri Feb 06, 2015 10:25 pm

Somehow this particular FF #70 won't load for me and shows only a blank page.
FF #71 loads fine

MF-
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Re: Friday Facts #70 The smooth fps

Post by MF- » Fri Feb 06, 2015 10:42 pm

HA
This is where the problem lies.
The link poinst to the expected URL http://www.factorio.com/blog/post/fff-70
But the actual FF#70 lives on t URL http://www.factorio.com/blog/post/fff-79

kovarex
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Re: Friday Facts #70 The smooth fps

Post by kovarex » Sat Feb 07, 2015 7:46 am

MF- wrote:HA
This is where the problem lies.
The link poinst to the expected URL http://www.factorio.com/blog/post/fff-70
But the actual FF#70 lives on t URL http://www.factorio.com/blog/post/fff-79
Fixed

sient
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Re: Friday Facts #70 - The smooth fps

Post by sient » Sun Oct 23, 2016 4:32 am

In the blog post, you mention some changes to the Lua interpreter source code to make it more deterministic. Any chance of publishing the diffs? :)
Deterministic scripting

Kuba solved the problem, that mods that used scripts in a certain way (iterating over the values of a hash table), had non deterministic order. The result of this was desync related to various mods doing this quite common thing. The fix involved changing some very deep internals of the lua (the scripting language used in factorio) implementation, so let's hope we didn't break anything.

Koub
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Re: Friday Facts #70 - The smooth fps

Post by Koub » Sun Oct 23, 2016 8:48 am

by kovarex » Sat 07 Feb 2015, 8:46
by sient » Sun 23 Oct 2016, 5:32

Got Necro ? :)
Koub - Please consider English is not my native language.

sient
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Re: Friday Facts #70 - The smooth fps

Post by sient » Mon Oct 24, 2016 5:07 pm

Koub wrote:by kovarex » Sat 07 Feb 2015, 8:46
by sient » Sun 23 Oct 2016, 5:32

Got Necro ? :)
Yea, but making Lua deterministic is pretty interesting, and I couldn't find a better place to post/ask. :)

I thought about filing a bug report but that seems like the wrong mechanism to use.

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Re: Friday Facts #70 - The smooth fps

Post by ssilk » Fri Oct 28, 2016 8:37 pm

You could just ask: info@factorio.com ?
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
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