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Framerate warning option for create...
Archive: 9 posts
Does anyone know how this is supposed to work? I've gotten a speech dialog calling me a pickle a few times when switching between create and play in practically empty test levels. That?s not all the framerate warning option does is it? If so it's completely worthless and I may as well turn it off? | 2012-10-03 13:27:00 Author: fullofwin Posts: 1214 |
It's just a warning for the current framerate regardless of what your thermometer says. The thermometer is all about memory, while the framerate depends on GPU and CPU. If you have lots of stuff in a small area, you may get the message. Turning it off is your call. | 2012-10-03 13:57:00 Author: comphermc Posts: 5338 |
It's just a warning for the current framerate regardless of what your thermometer says. The thermometer is all about memory, while the framerate depends on GPU and CPU. If you have lots of stuff in a small area, you may get the message. Turning it off is your call. Yes, I understand the difference between thermo and framerate...I just question the timing of the alert... At the very start of the level I was emitting something...I believe this is what sporadically triggers the message. It's not even anything that complicated and the rest of the level was basically just a start gate and triangle of sticker panel w/the microchip/emitter. Seems like the warning should have a delay...maybe wait for the player to spawn, etc. I've never triggered the alert except when switching from create to play...which means I don't have an fps problem. Does this only get triggered when playing levels on your moon? The implementation leaves something to be desired...a nice debug playmode/fps readout would be way better than some obnoxious popup spouting cutesy nonsense. | 2012-10-03 15:37:00 Author: fullofwin Posts: 1214 |
Ah, okay. I have a guess at what's happening. When you emit something big(ger) like that, the game will tend to pause that frame as it loads in the object. Even though it's only "one frame" of slowdown, it will appear as if there was a huge framerate spike, and thus you'll get the warning. If it takes half a second to load in the object, the average will be greatly skewed. ...I think. | 2012-10-03 19:29:00 Author: comphermc Posts: 5338 |
Maybe you take a bigger hit the first time an object is emitted because it's loading resources and after that it's cached access?!? Emitting/destroying this object repeatedly didn't cause any slow down or trigger the alert again. Pity the alert is so intrusive... | 2012-10-03 19:50:00 Author: fullofwin Posts: 1214 |
Pity the alert is so intrusive...It's a good thing you can turn it off. | 2012-10-03 20:02:00 Author: Taffey Posts: 3187 |
I've gotten the warning a couple times. I think it's nice that it warns us at least. Even though I don't really change anything after I get the message haha | 2012-10-03 20:09:00 Author: Unknown User |
Maybe just turn it on as a "debug" mode, but generally keep it off. That way you can see if you're consistently causing a problem, but you don't need to generally live with it. | 2012-10-03 20:48:00 Author: CCubbage Posts: 4430 |
It's a good thing you can turn it off. Yes, but ideally it would be nice to leave it on...once I get to decorating it could prove valuable. I'll probably just turn it on to test specific areas. The feature gets a 10, the implementation a 1. How about reporting an actual fps number? What’s the threshold is for triggering the alert? Instead of useful information we get insulted with an intrusive popup dialog that you need to dismiss, boo! EDIT: Strange, this warning has never appeared since...and I'm dealing with much more complex stuff now. Looks like the pop-up isn't going to be an annoyance afterall. | 2012-10-03 20:59:00 Author: fullofwin Posts: 1214 |
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