java 游戏开发:如何限制 FPS?
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Game Development: How to limit FPS?
提问by Martijn Courteaux
I'm writing a game, and I saw the FPS algorithm doesn't work correctly (when he have to calculate more, he sleeps longer...) So, the question is very simple: how to calculate the sleeptime for having correct FPS?
我正在写一个游戏,我看到 FPS 算法不能正常工作(当他必须计算更多时,他睡得更久......)所以,问题很简单:如何计算拥有正确 FPS 的睡眠时间?
I know how long it took to update the game one frame in microseconds and of course the FPS I want to reach.
我知道以微秒为单位更新一帧游戏需要多长时间,当然还有我想要达到的 FPS。
I'm searching crazy for a simple example, but I can't find one....
我正在疯狂地寻找一个简单的例子,但我找不到一个......
The code may be in Java, C++ or pseudo....
代码可能是 Java、C++ 或伪代码......
回答by aioobe
The time you should spend on rendering one frame is 1/FPSseconds (if you're aiming for, say 10 FPS, you should spend 1/10 = 0.1 seconds on each frame). So if it took Xseconds to render, you should "sleep" for 1/FPS - Xseconds.
你应该花在渲染一帧上的时间是1/FPS秒(如果你的目标是 10 FPS,你应该在每一帧上花 1/10 = 0.1 秒)。因此,如果X渲染需要几秒钟,您应该“休眠”1/FPS - X几秒钟。
Translating that to for instance milliseconds, you get
将其转换为例如毫秒,您会得到
ms_to_sleep = 1000 / FPS - elapsed_ms;
If it, for some reason took more than 1/FPSto render the frame, you'll get a negative sleep time in which case you obviously just skip the sleeping.
如果它,出于某种原因花费的时间超过1/FPS渲染帧,您将获得负的睡眠时间,在这种情况下,您显然只是跳过睡眠。
回答by JSB????
The number of microseconds per frame is 1000000 / frames_per_second. If you know that you've spent elapsed_microsecondscalculating, then the time that you need to sleep is:
每帧的微秒数是1000000 / frames_per_second. 如果你知道你已经花在elapsed_microseconds计算上,那么你需要睡觉的时间是:
(1000000 / frames_per_second) - elapsed_microseconds
回答by Lance
Try...
尝试...
static const int NUM_FPS_SAMPLES = 64;
float fpsSamples[NUM_FPS_SAMPLES]
int currentSample = 0;
float CalcFPS(int dt)
{
fpsSamples[currentSample % NUM_FPS_SAMPLES] = 1.0f / dt;
float fps = 0;
for (int i = 0; i < NUM_FPS_SAMPLES; i++)
fps += fpsSamples[i];
fps /= NUM_FPS_SAMPLES;
return fps;
}
... as per http://www.gamedev.net/community/forums/topic.asp?topic_id=510019
...根据http://www.gamedev.net/community/forums/topic.asp?topic_id=510019

