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mshkla04
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Registered: ‎28-05-2012
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Essential Guide - Measuring stuff in frames per second and why you shouldn’t do it.

Hi Everyone,

 

This is a good article on performance measurement for your games and something that everyone should have a look at.

 

Please let us know if you have any questions or comments.

 

http://www.altdevblogaday.com/2011/02/28/fpstress/

 

 

PlayStation®Mobile Dev Team
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Re: Essential Guide - Measuring stuff in frames per second and why you shouldn’t do it.

Hi:

 

Nice!!! I'm started to read it. Thanks a lot this always help us =).

 

Cheers,

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Re: Essential Guide - Measuring stuff in frames per second and why you shouldn’t do it.

my game is running average at 32ms xD. Its the end of fps days :smileyvery-happy:

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Veharlek
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Dan
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Re: Essential Guide - Measuring stuff in frames per second and why you shouldn’t do it.

XD.

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Rif.: Essential Guide - Measuring stuff in frames per second and why you shouldn’t do it.

[ Edited ]

Thanks for the reading(you posted it in my topic) :smileywink:

I know that a fps counter has problems, but i like its scale, it goes from 0 to infinity, my game started at 300 or 400 fps, arriving at 135fps before the 0.99 sdk, i was able to see the even the smallest difference that a single instruction can do, the time scale goes from 0 to 16ms(if >= than 60fps), maybe i'm doing it wrong, but if i use ticks for greater precision they only add zeros(4ms -> 40000ticks), i'm using 

 

rendertime= System.DateTime.Now.Ticks;

 

to get the ticks at the beginning of the render, and

 

writeline("render time: "+(System.DateTime.Now.Ticks-rendertime));

 

to see the time, but i always get values like 40000, 50000 etc, i would like something more precise, can you help me?

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Rif.: Essential Guide - Measuring stuff in frames per second and why you shouldn’t do it.

Hi emanuevil81,

You can't really get anything more precise than ticks through these APIs. The VM's high resolution timers will have a tick frequency of 10,000,000, meaning that for every one second that passes, 10million tick will have occurred. However if you're looking for something a little easier to understand, then I would recommend milliseconds. If you use the System.Diagnostic.Stopwatch class, once you start the Stopwatch using Start(), you can then look at the ElapsedMilliseconds property, which may be slightly easier than your current approach.

Best regards,
James
PlayStation®Mobile Dev Team
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