Controlling the framerate of Noesis?
Posted: 29 Mar 2019, 10:44
Hi, I've moved this over from the bug tracker for the benefit of a wider discussion.
1) What framerate does Noesis typically target, and how is this determined? Does it automatically match the framerate of the engine (e.g. Unity)? I understand in WPF the framerate is dynamic, varying between 0 and a cap of 60 depending on whether animation is playing. I know that Noesis has no reason to follow this behavior.
2) Is it possible to configure the framerate? Some use cases are as follows:
2a) A 3d game where the world rendering is intensive, and the UI is over budget such that we want it to run at a different rate. E.g. capped at 30 while the game runs at 60. This may sound ideologically absurd, but I've worked on an AAA project where this measure had to be taken on console builds.
2b) A 2d game where the world is being rendered in Noesis, and we'd like the framerate to match that of the Engine (Unity in this case) which could range from sub-30 to 144 and beyond.
1) What framerate does Noesis typically target, and how is this determined? Does it automatically match the framerate of the engine (e.g. Unity)? I understand in WPF the framerate is dynamic, varying between 0 and a cap of 60 depending on whether animation is playing. I know that Noesis has no reason to follow this behavior.
2) Is it possible to configure the framerate? Some use cases are as follows:
2a) A 3d game where the world rendering is intensive, and the UI is over budget such that we want it to run at a different rate. E.g. capped at 30 while the game runs at 60. This may sound ideologically absurd, but I've worked on an AAA project where this measure had to be taken on console builds.
2b) A 2d game where the world is being rendered in Noesis, and we'd like the framerate to match that of the Engine (Unity in this case) which could range from sub-30 to 144 and beyond.