Separating server ticks from "graphical ticks" in Feature Requests
|
|
|
|
| Status: |
Open
Issue hasn't been assigned a status value.
|
|
|
I think we deserve separation between graphical frames and update frames...
While I realize how complex this would be to actually develop, I think it would give BYOND a huge face lift! Currently, we have fps which is the server's frames per second, and determines practically how much time we have to update a single tick. By setting the world to 30 fps, we have 30 frames per second or 33.33 ms to do one tick. If we wanted to display a smooth animation of 60 frames, the only way to do that would be to set the world.fps to 60 which would only give us half (15 ms) our processing time due to how FPS controls not only the number of updates per second, but also how many graphical frames are drawn per second.
It would make all games look a lot better, and be an insane upgrade to have this separated to UPS (updates per second). Now I know in typical BYOND fashion, we'd have to keep FPS for actual frames per second (non graphical, how long a tick is). Ideally, it would make most sense to make world.ups control the number of ticks, and world.fps control the graphical frames, but that wouldn't be backward compatible). Oh well, its not important what we will call it, but its important to note this is something I find very limiting in BYOND. The fact that the entire internal network infrastructure (less time per tick) must change in order to display smoother animations is very scary.
|