wanted_fps = 60Krock wrote:Why need over 25 FPS, when your eye only can see ~24 at the second?
Seriously, more FPS isn't really needed.
hoodedice wrote:I just remembered this:
Try putting this in your minetest.confYour phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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wanted_fps = 60
spillz wrote:In gaming 30 vs 60 fps is the difference between smooth and buttery smooth
Sokomine wrote:spillz wrote:In gaming 30 vs 60 fps is the difference between smooth and buttery smooth
I think that also depends heavily on the game. For me, the border between "unplayable" and "slow but ok" is more around 15 fps, while 30 are more than fine.
What astonishes me most is that you report fps drops on the Karshtafen map - a very nice, well-built and detailed, but certainly not "heavy" map. To my knowledge, it does not have moretrees or any other mods that add load to the game.
The hardware described is certainly more capable than mine (a poor Celeron 1610 with its IGP has to draw all :-)) and ought to manage more. On my hardware, putting view range to "far" and loading large parts of any map leads to fps drops. I can only afford "far" view for a short time due to fps getting really low.
hoodedice wrote:That's funny - My Celeron 1005M runs Minetest at 45 fps constantly on a reduced view range. Of course it can't handle the full viewing range
hoodedice wrote:Actually, two variables that I've seen that increase performance in minetest:
1. Linux.
2. Restart the game if it gets laggy. Just quitting to the menu would be enough.
Krock wrote:hoodedice wrote:Actually, two variables that I've seen that increase performance in minetest:
1. Linux.
2. Restart the game if it gets laggy. Just quitting to the menu would be enough.
3. Use the mip-mapping filter
4. turn shaders and waving trees off
5. awsum speed
hoodedice wrote:Actually, I haven't personally seen *any* fps drops with mip mapping, shaders and waving off
spillz wrote:One more related issue - if you use fast and fly mode and get ahead of the chunk/block loading, as MT catches it it will sometimes draw the distant chunks and not the closer in ones. You have to move closer before those near by chunks will be loaded and drawn
spillz wrote:One more related issue - if you use fast and fly mode and get ahead of the chunk/block loading, as MT catches it it will sometimes draw the distant chunks and not the closer in ones.
Sokomine wrote:That will be most obvious if you beam to a far away location and put your draw distance to far. I think all the other nodes you're not seeing are simply not loaded yet..
Perhaps you ought to discuss the details in #minetest-dev. It would be great to have some progress regarding fps drops.
spillz wrote:I Generally don't use IRC, but maybe can post some issues on github. I am working on keyboard shortcuts for commands in the engine, so maybe after that I can take a closer look.
Their equivalent, touch-buttons, may be very important for the Android port.
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