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  1. #1
    MSgt. Shooter Person
    Join Date
    Jan 2011
    Posts
    40

    Default [Solved! sort of] Weird FPS problem (HELP!)

    Edit: Fourth post has my work around.

    So when I start my game on my iPhone 4S, it starts and stays at 40 FPS when I need it to be running at 60 FPS. In my efforts to figure out what's going on, I've ran into some favorable bugs:

    (A) When I turn my phone upside down, causing the screen to flip, my game's FPS will rise from 40 to 60 (Hurray!).
    (B) When I access the console via the four-finger-method and then exit it, my game's FPS will rise from 40 to 60 (YESSSS!).

    So my question is: What the heck is going on?? Does anyone know? And if not, would anyone have any ideas of how to trick my game into running at 60 FPS from the beginning through unrealscript? Thanks!
    Last edited by rockM; 07-28-2012 at 07:40 PM. Reason: Found a work around.

  2. #2
    Palace Guard
    Join Date
    Mar 2008
    Posts
    3,565

    Default

    I don't know why it would change when moving the orientation of the phone, since the orientation is locked.

    I would imagine when you open the console that it maybe stops the game which is why it goes to 60fps.

  3. #3
    MSgt. Shooter Person
    Join Date
    Jan 2011
    Posts
    40

    Default

    Yeah I figure that it might have been that so I implemented a pause menu, but that doesn't seem to move my fps from 40 to 60. In fact when it is "paused", my game still hovers at 40 FPS which doesn't make any sense right? As for the console thing, it doesn't actually stop the game which is perplexing to my issue.

  4. #4
    MSgt. Shooter Person
    Join Date
    Jan 2011
    Posts
    40

    Default

    Okay so I found a work around for my frame rate issue. The varying frame rate from 40-60 was providing some inconsistencies with the physics in the unreal engine:
    when fps was 40, gravity seemed to be lower.
    when fps was 60, gravity seemed to be higher.

    In the end all I wanted was some consistency so that I could plan accordingly. I came across the following information on the UDN page.

    http://udn.epicgames.com/Three/UnrealOnMobile.html
    Framerate

    With Epic Citadel, we aimed for 30 fps in the general case. It is possible to run at 60 fps, although you'd have to make content tradeoffs. There is an Engine.ini value that controls the max framerate:

    [Engine.Engine]
    MaxSmoothedFrameRate=35
    bSmoothFrameRate=TRUE
    For 60 fps, change MaxSmoothedFrameRate to 62. You can also disable bSmoothFrameRate to let it go as fast as it can, but we do not recommend this, as the framerate may tend to bobble between to different framerates (20, 40, 20, 40, etc), which generally looks very bad.
    By adding this to the [Engine.Engine] section of the DefaultEngine.ini, I was able to have a consistent frame rate. While having 60 fps was super sweet, I saw that Epic Citadel" targeted 30 fps which made me feel normal for capping fps at 35. Hooray!


 

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