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(1 edit)

saw in the bread that you already updated the game, but if you still want to know - what I meant is that the FPS counter did not seem to match the complexity of what was being rendered- a scene full of particles could be running at 120 while a scene mostly empty, with barely anything in the view frustum could be running at 50. it did not feel like a measurement bug, the smoothness seemed to match the displayed FPS

The FPS counter logic was completely wrong, so I honestly am not even sure what an indicated low FPS actually means. There's no frustum culling or anything like that either. I don't know if you've tried it since the patch but there really was a massive performance problem from a really really terrible loop I wrote while half-asleep at 5AM, and I wonder if it's the cause of the FPS problems some people were having.