Frames per tick control

  • Jokersona
    5th Sep 2015 Member 0 Permalink

    For the purpose of this suggestion, tick means a physics update. The idea is an option (even if console only) that sets how many frames happen before a tick, with the default being 1 (every tick). By increasing this, you could make slow motion without reduced frame rate. This would be kind of like an automated F button, and should not be too difficult to implement.

  • Lord_Bowserinator
    5th Sep 2015 Member 0 Permalink

    This is very similar to just changing how many frames happen per second, which can be done by typing

    tpt.setfpscap( frames per second you want ) in the console.

  • Jokersona
    5th Sep 2015 Member 1 Permalink

    Lord_Bowserinator:

    This is very similar to just changing how many frames happen per second, which can be done by typing

    tpt.setfpscap( frames per second you want ) in the console.

     

    That slows down the UI too, which this would avoid.

  • therocketeer
    7th Sep 2015 Member 1 Permalink
    This would require the graphics and update methods to be independent from eachother and ran on separate threads, which is not as simple as you make it sound.
  • jacob1
    7th Sep 2015 Developer 0 Permalink
    @therocketeer (View Post)
    I was thinking he meant to separate the update/graphics stuff from the interface stuff. Particle updates, particle graphics, and the interface are all separate things which each happen once a frame. It would probably be easy to make the particle graphics only draw every 2 (or more) particle updates. Separating the interface and the simulation entirely would be harder, but that is what you would need to do if you wanted like the mouse and any buttons on the edges to always be responsive.
  • mecha-man
    9th Sep 2015 Member 0 Permalink

    Would it be possible to make the UI run on a different CPU than the particle update and graphics?