![]() ![]() So all of these subsystems (and not only the graphics one) need to work with a 16.6ms budget. With a 60fps target, these numbers drop in half. The audio guy the same, the physics guy the same etc etc. What I mean is that when you are the guy who's doing the asset streaming portion of the engine, for example, and you are given a 30fps target, it means that you have a budget of 33ms to do your stuff. ![]() And I don't mean games like Need for Speed Rivals who where locking the framerate to the general engine update. A game made from zero for 30fps has different internal timings than a game made for an unlocked framerate. A lot of people misunderstand an unlocked renderer, to an engine.
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