Unstable framerates and cars?
Posted: Tue Sep 18, 2012 2:24 pm
Hi,
Most likely an easy one Just wondering if there is any solution to unstable frame rates in games, dropping the odd frame is causing big stutters in movement at the moment. This is the sort of issue I'm having on slower PCs:
http://www.youtube.com/watch?feature=pl ... MVtiE#t=8s
I've dropped a silly amount more objects in and disabled threading to highlight it a bit more:
http://www.youtube.com/watch?v=1QksjcaCiKE
I'm using the default FixedTimeStep = false within XNA in these examples, and I'm passing the delta to the update. The only solution has been to clamp the framerate to lower than I can guaranteeing it ever going and altering the TimeStepDuration manually. I've played about with letting it use internal timestepping and MaximumTimestepPerFrame has been tested on 2-10, but always had similar results. Curiously my work PC is a big Xeon 8 core jobby, it gets stutters while multithreaded on all cores, but no issues running on a single thread. I assume the overhead of threading is outweighing the benefit at that point?
Note to anyone just curious about Cars and Bepu - It's been fantastic! I've literally ported this across to BulletXNA, JigLibX and Jitter. Bepu is by far the fastest and most solid I've used, I've managed to have a huge variety of bodies zooming around the mesh in ways that exploded all the others. After literally porting over, and over again, I can also say it was by far the easiest to integrate, it's about the only one that feels like the code was planned out before it was written.
http://www.youtube.com/watch?v=4OTFg0GJLpE
Slightly more realistic example of a Bepu stock car, in which I've let it have all the cores and set the bodies back to a sensible number (apologies for the raptors death effect ). Each raptor is a simplified character controlled, using a sphere instead of a capsule, even in this one there's 200. In the bad stuttering example there were 800, in a 35,000 vert triangle mesh, with 1 core.
Most likely an easy one Just wondering if there is any solution to unstable frame rates in games, dropping the odd frame is causing big stutters in movement at the moment. This is the sort of issue I'm having on slower PCs:
http://www.youtube.com/watch?feature=pl ... MVtiE#t=8s
I've dropped a silly amount more objects in and disabled threading to highlight it a bit more:
http://www.youtube.com/watch?v=1QksjcaCiKE
I'm using the default FixedTimeStep = false within XNA in these examples, and I'm passing the delta to the update. The only solution has been to clamp the framerate to lower than I can guaranteeing it ever going and altering the TimeStepDuration manually. I've played about with letting it use internal timestepping and MaximumTimestepPerFrame has been tested on 2-10, but always had similar results. Curiously my work PC is a big Xeon 8 core jobby, it gets stutters while multithreaded on all cores, but no issues running on a single thread. I assume the overhead of threading is outweighing the benefit at that point?
Note to anyone just curious about Cars and Bepu - It's been fantastic! I've literally ported this across to BulletXNA, JigLibX and Jitter. Bepu is by far the fastest and most solid I've used, I've managed to have a huge variety of bodies zooming around the mesh in ways that exploded all the others. After literally porting over, and over again, I can also say it was by far the easiest to integrate, it's about the only one that feels like the code was planned out before it was written.
http://www.youtube.com/watch?v=4OTFg0GJLpE
Slightly more realistic example of a Bepu stock car, in which I've let it have all the cores and set the bodies back to a sensible number (apologies for the raptors death effect ). Each raptor is a simplified character controlled, using a sphere instead of a capsule, even in this one there's 200. In the bad stuttering example there were 800, in a 35,000 vert triangle mesh, with 1 core.