JD: why not use 50 fps when 25 is not accurate enough? I'm working on a game who's physics were rather rough at 25, 50 made for smaller steps in tweens an high-speed object motion. It's hard to do hitTests or even calculate a hit of a fast object at 25...

On 10 Feb 2006, at 20:49, John Dowdell wrote:

David Skoglund wrote:
I have created a small game that runs with a very high framerate when
running in the standalone flashplayer (90+ fps) but is very sluggish in both IE and Firefox (more like 18 fps). As a matter of fact I still get a good
framerate in the standalone player, while simultainously running the
sluggish game in a browser!
I don’t really understand why the performance is so slow. Can anyone
enlighten me on what bottlenecks I might have stumped onto?


Yup. Browsers vary in how they allocate processor cycles to guest processes, like plugins. Varies with the browser brand, and varies with the platform too.

By running in the standalone you showed the natural top-rated performance.

But I would beg you not to set framerates up at 4500 redraws per minute -- if your visitor is in a browser like Firefox/Mac, which does not stop background processes, your visitor could have a very unpleasant experience, *particularly* if someone else created a SWF on some other page in the audience's tabbed browsers which asks for so much processor time.

Even in your "18 fps IE/Win", the engine is *trying* to draw at its natural speed, even though the vast majority of those frames will never be displayed. It's a recipe for choking.

Disney animation was 24fps, two-up... twelve distinct pieces of art per second, each held for two frames on the celluloid. That's an actual framerate of 12fps. Film and television are usually just under 30fps. Demanding more than the audience's systems can give can make the overall experience of using that machine less than happy.

jd




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John Dowdell . Adobe Developer Support . San Francisco CA USA
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