Difference between revisions of "Frame rate"
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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 | + | ==== 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. | ||
Revision as of 19:58, 27 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.
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.
Contents
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.
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
- Time scales in Oolite
- Oolite coordinate systems - more on abs & pwm
- Debug menu - comes with the Developer's Test Release version
- Frame Rate and Object Counter (2010)
- The nature of OXP on frame rate... (2008)