Dink HD - Never Use FPS Lock
I was playing around with Dink HD 1.7.1, and noticed that it seemed to be 'laggy' earlier today. I even created like 5 animated gifs of Dink walking around, comparing the behavior of Dink 1.08, Freedink, Freedink64, DinkHD, and even the 'web' Dink port.
Eventually I discovered that, at one point, I had selected 'FPS Lock' in the Options, which limits Dink to 30 FPS. Everything is awful at 30 FPS. Once I unchecked FPS lock, Dink went back up to ~65 FPS, and everything was wonderful.
Eventually I discovered that, at one point, I had selected 'FPS Lock' in the Options, which limits Dink to 30 FPS. Everything is awful at 30 FPS. Once I unchecked FPS lock, Dink went back up to ~65 FPS, and everything was wonderful.
Hmm. FPS lock should always be disabled by default for Windows - maybe I should remove it completely. On mobile X years ago devices had a hard time with the FPS and the lock made it play more constant without speeding up/down. I'll probably turn that off as the default for mobile devices now too...
bah. 120 fps or gtfo. then later, the goalpost shall be suddenly moved to 240 fps or gtfo.
also, i won't settle for less than 4k support, despite that also not being anywhere near the standard. but you know, i gotta feel less bad about wasting 5000 dollars on equipment i don't need at all for the things that are being developed right now.
also, i won't settle for less than 4k support, despite that also not being anywhere near the standard. but you know, i gotta feel less bad about wasting 5000 dollars on equipment i don't need at all for the things that are being developed right now.
Tbh having an option to support higher than 60 FPS would be nice, i can imagine how bloody smooth it would look.
Unless it somehow breaks the gameplay speed.
Unless it somehow breaks the gameplay speed.
Unfortunately Dink's internals don't really work beyond 60 fps .. for it to truly be "smoother" all movement/collision would need to support sub-pixel accuracy. Without that, all I can really do is say "render frames at 120hz, but only update logic at 60hz" which I don't think would look/feel very different, could be wrong though.