@ian pretorious: indeed, logic could be worked on. It's car engine simulator, and I need it on higher fps, so I don't have to do advanced interpolation (plain linear doesn't cut it) in replaying the race.
@banal: This game has poly count optimized in a way that it does not allow for more render calls than ~30 on target configuration. So, running on 120fps and calling the render every 4th frame would still drop me to ~30. Anyways, I'll try to have another swf beside this one just for running the sim at higher framerate, and just connect to it when rendering needs car vars and have it record race at designated framerate. On Sep 30, 2:19 pm, banal <[email protected]> wrote: > You don't have to update your rendering and game-logic with the same > framerate. You can stop Away3D from rendering automatically every > frame and just call view.render(); every time you actually need to > render something. That could be every 4 frames... > > On Sep 30, 9:15 am, dsirijus <[email protected]> wrote: > > > > > Currently, poly count (the real bottleneck) with everything else puts > > my framerate at ~30. Is it possible to run swf at, say, 120fps, and > > have it render across 4 frames? > > I need it so my game logic can run at higher speeds. > > > Had an idea to put the logic in another swf then local connect to it, > > but i'm guessing that would be too slow.
