Difference between revisions of "Frame rate"

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[[File:FPS report.png|700px]]
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[[File:FPS report.png|700px|thumb|'''FPS''' - frame rate (frames per second)<br>'''Entities''' - how many entities (ships, stations, asteroids ''etc'') there are in the system at the moment.<br>'''p''' is the number of collision checks done using a simple collision radius check, performed away from the player<br>'''c''' is the number of collisions using a more precise algorithm, performed within "range" of the player.<br>"Range" is a value depending on the collision radius of objects being checked against each other and on an arbitrary constant defined in the code.<br>'''abs/pwm''' - the current position of the player ship, in both absolute co-ordinates and in meters relative to the planet-witchpoint line.<br>For the co-ordinates, the zero point of '''abs''' is the witchpoint. It is useful for scripters (and debug console users) for spawning ships and suchlike (to know where to put things).<br>For in-game use, if you want to leave a spot and return to it, you can make a note of the co-ordinate of where you are and then fly back there. You can also use it for navigation of course to know which direction you're flying in by how the numbers change.<br>'''TAF''' - time acceleration factor.]]
 
 
'''FPS''' - frame rate
 
 
 
'''Entities''' - how many entities (ships, stations, asteroids etc) there are in the system at the moment.  
 
 
 
The other stats are possibly how much memory Oolite is using and the collision count at the moment.
 
 
 
'''abs/pwm''' - the current position of the player ship, in both absolute co-ordinates and in meters relative to the planet-witchpoint line.
 
:For the co-ordinates, the zero point of abs is the witchpoint. It is useful for scripters (and debug console users) for spawning ships and suchlike (to know where to put things).
 
:For in-game use, if you want to leave a spot and return to it, you can make a note of the co-ordinate of where you are and then fly back there. You can also use it for navigation of course to know which direction you're flying in by how the numbers change.
 
 
 
'''TAF''' - time acceleration factor.
 
 
 
  
 
== Overview ==
 
== Overview ==
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It should ideally be in excess of 60fps, with 30fps being a minimum.
 
It should ideally be in excess of 60fps, with 30fps being a minimum.
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 +
=== Issues ===
 +
I've been tooling around in "everything-money-can-buy" Cobra 3's and Boa 2's and ''still'' getting "one-shot-killed" by missiles -- but not every time. <br>
 +
Ramming speed may have SOMETHING to do with it, but I fear low framerate may be another -- as the impact point is only checked at the framerate. So at low framerate, the missile may be tunneling inside my ship before detonating... thus maximizing its destructive power. <br>
 +
Other times, (often when it's only the missile that is left in the melee) I have a higher framerate and don't seem to die from such hits as often. [https://bb.oolite.space/viewtopic.php?p=115145#p115145 Switeck (2010)]
  
 
=== Measurement ===
 
=== Measurement ===
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  13:51:31.123 [FPS_MONITOR] GlobalLog (OOJSGlobal.m:266): *** FPS report ***: over the last minute, truncated harmonic mean fps was 55, high: 59, low: 46
 
  13:51:31.123 [FPS_MONITOR] GlobalLog (OOJSGlobal.m:266): *** FPS report ***: over the last minute, truncated harmonic mean fps was 55, high: 59, low: 46
  
==== Oolite TR  
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==== Oolite TR ====
 
Pressing <font color="Red">'''F'''</font> (in the '''TR''' (Developer's Test Release) versions of Oolite) displays frame rate, object- and collision-counter and player's pwm-coordinates. A sample is given above.
 
Pressing <font color="Red">'''F'''</font> (in the '''TR''' (Developer's Test Release) versions of Oolite) displays frame rate, object- and collision-counter and player's pwm-coordinates. A sample is given above.
  
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== Links ==
 
== Links ==
 
*[[Time scales in Oolite]]
 
*[[Time scales in Oolite]]
 +
*[[Oolite coordinate systems]] - more on '''abs''' & '''pwm'''
 
*[[Debug OXP|Debug menu]] - comes with the Developer's Test Release version
 
*[[Debug OXP|Debug menu]] - comes with the Developer's Test Release version
 
*[https://bb.oolite.space/viewtopic.php?t=8570 Frame Rate and Object Counter] (2010)
 
*[https://bb.oolite.space/viewtopic.php?t=8570 Frame Rate and Object Counter] (2010)
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*[[Oolite JavaScript Reference: Timer]]
 
*[[Oolite JavaScript Reference: Timer]]
 
*[[Oolite JavaScript Reference: Frame Callbacks]]
 
*[[Oolite JavaScript Reference: Frame Callbacks]]
 
  
  
 
[[Category:Oolite scripting]]
 
[[Category:Oolite scripting]]

Latest revision as of 09:57, 29 June 2025

FPS - frame rate (frames per second)
Entities - how many entities (ships, stations, asteroids etc) there are in the system at the moment.
p is the number of collision checks done using a simple collision radius check, performed away from the player
c is the number of collisions using a more precise algorithm, performed within "range" of the player.
"Range" is a value depending on the collision radius of objects being checked against each other and on an arbitrary constant defined in the code.
abs/pwm - the current position of the player ship, in both absolute co-ordinates and in meters relative to the planet-witchpoint line.
For the co-ordinates, the zero point of abs is the witchpoint. It is useful for scripters (and debug console users) for spawning ships and suchlike (to know where to put things).
For in-game use, if you want to leave a spot and return to it, you can make a note of the co-ordinate of where you are and then fly back there. You can also use it for navigation of course to know which direction you're flying in by how the numbers change.
TAF - time acceleration factor.

Overview

The Frame rate is that of your monitor.

This is affected by your computer hardware, software and which OXPs you are running.

It should ideally be in excess of 60fps, with 30fps being a minimum.

Issues

I've been tooling around in "everything-money-can-buy" Cobra 3's and Boa 2's and still getting "one-shot-killed" by missiles -- but not every time.
Ramming speed may have SOMETHING to do with it, but I fear low framerate may be another -- as the impact point is only checked at the framerate. So at low framerate, the missile may be tunneling inside my ship before detonating... thus maximizing its destructive power.
Other times, (often when it's only the missile that is left in the melee) I have a higher framerate and don't seem to die from such hits as often. Switeck (2010)

Measurement

fps_monitor.oxz

Cag's fps_monitor.oxz outputs into your Latest.log (search for [FPS_MONITOR])

You should find a readout like this:

13:51:31.123 [FPS_MONITOR] GlobalLog (OOJSGlobal.m:266): *** FPS report ***: over the last minute, truncated harmonic mean fps was 55, high: 59, low: 46

Oolite TR

Pressing F (in the TR (Developer's Test Release) versions of Oolite) displays frame rate, object- and collision-counter and player's pwm-coordinates. A sample is given above.

Developer's Test Release Downloads - scroll down the page to find it

Links

These might slow down your frame rate