how many FPS should i set my animations at if i am getting pauses (glitches) in my game?
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gyroscopeI am here.Member, Sous Chef, PROPosts: 6,598
edited September 2014
Hi @TyDietrich it does depend on the sorts of images you'll be using for your animations... with flat colour graphics you can actually get away with 8-12 frames per second... sometimes much less... a bit of experimentation you'll soon find the optimum amount...
Below 15FPS the eye can see the individual frames and look like old film. 25 is really good...if you have that many individual frames it would look fluid. I would do anything you can do to keep it at least 15FPS
gyroscopeI am here.Member, Sous Chef, PROPosts: 6,598
edited September 2014
@Thunder_Child said:
Below 15FPS the eye can see the individual frames and look like old film. 25 is really good...if you have that many individual frames it would look fluid. I would do anything you can do to keep it at least 15FPS
To clarify, @Thunder_Child I've used 8-12 fps in the past (OK, on another game engine) and, as I say, providing it's flat, large area colour graphics, you can't see any jumping - definitely at 12fps you can't see any individual frames, no way - it looks fluid enough, more than acceptable.
Agree tho' , using that mount of fps for more detailed larger graphics or especially video "real-life image" frames is another matter – then you more than likely would see it not so fluid; so 15fps minimum for those is right, you're right....
depends how you do your graphics! you can have interstitial frames that are a sort of a motion layer, ie, the actors movements are exaggerated with a blur / warp effect, works good in run and dash animations!, look at super time force on the xbox360 and pc
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Hi @TyDietrich it does depend on the sorts of images you'll be using for your animations... with flat colour graphics you can actually get away with 8-12 frames per second... sometimes much less... a bit of experimentation you'll soon find the optimum amount...
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Below 15FPS the eye can see the individual frames and look like old film. 25 is really good...if you have that many individual frames it would look fluid. I would do anything you can do to keep it at least 15FPS
Complete Guide to iOS Publishing {} Complete Guide to Mac Publishing
To clarify, @Thunder_Child I've used 8-12 fps in the past (OK, on another game engine) and, as I say, providing it's flat, large area colour graphics, you can't see any jumping - definitely at 12fps you can't see any individual frames, no way - it looks fluid enough, more than acceptable.
Agree tho' , using that mount of fps for more detailed larger graphics or especially video "real-life image" frames is another matter – then you more than likely would see it not so fluid; so 15fps minimum for those is right, you're right....
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
@gyroscope Yes I do see your point.
Complete Guide to iOS Publishing {} Complete Guide to Mac Publishing
depends how you do your graphics! you can have interstitial frames that are a sort of a motion layer, ie, the actors movements are exaggerated with a blur / warp effect, works good in run and dash animations!, look at super time force on the xbox360 and pc