![]() Without it, you risk being rejected by the platform holder during your game’s certification.Ī common way that gamers measure performance is with frame rate, or frames per second. Note: A consistently high frame rate in VR games is essential to avoid causing nausea or discomfort to players. Even a single frame that exceeds the target frame budget will cause hitches. You can exceed this budget during non-interactive sequences, for example, when displaying UI menus or scene loading, but not during gameplay. Likewise, a target of 60 fps leaves 16.66 ms per frame (1000 ms / 60 fps). ![]() An application targeting 30 fps should always take less than 33.33 ms per frame (1000 ms / 30 fps). This provides you with a solid goal to work toward when profiling and optimizing your game, and ultimately, it creates a smoother and more consistent experience for your players.Įach frame will have a time budget based on your target fps. This is one of the reasons why it’s important to aim for a specific time budget per frame. The average delivered frame rate of 60 fps sounds good, but in reality players will notice a stutter effect since the last frame takes a quarter of a second to render. ![]() ![]() However, the next frame takes 0.25 seconds to render. Consider the following simplified scenario:ĭuring runtime, your game renders 59 frames in 0.75 seconds. Measuring your game’s frame rate in frames per second (fps) is not ideal for delivering consistent experiences for your players. ![]()
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