FPS Infinite Mac OS
FPS Infinite Mac OS
2005 for Mac First-person shooter Commercial OS 10.4.11–10.6.8. First-person shooter Open source Exile: Escape From The Pit. Infinite Dreams 2011. OSx86 & Mac OS X support, run OS X on x86 PC. SIMPLE and no clutter. Call of Duty Infinite Warfare brings a new theme into the series. Outer space is the battlefield in this game. Download now Call of Duty Infinite Warfare Mac Torrent – Digital Deluxe Edition and enjoy the Remastered Edition, the Season Pass and tons of digital content. The graphics have the most noticeable improvement, now offering 4K and HDR. FPS is usually controlled internally by the game software. I have seen a very few games that allow the user to change the frame rate, or at least the requested frame rate. This is usually for the purpose of raising the FPS, not lowering it.
The game update and render loop can average 40 000 cycles and once every few seconds take up to 3X the amount. I know the timing isn't perfectly deterministic, but Casey's version prints 0.033ms/frame very consistently.
I first started with a timer that fires every 1/30 or 1/60 second, but it fluctuates a lot. I thought, maybe the timer isn't accurate, but that wouldn't explain the varying cycles in the game code which only measures the time spend from the beginning to the end of the game update and render loop.
Now that we learned how to start a different thread, I tried running the game on a different thread and as in Windows, do an 'infinite' while loop and adjust the sleep if the game runs too fast than the target ms/frame, but the results are not better, although different...
What's your experience with this? Is this harder to get right on OS X? This seems a trivial issue, so I can't see what I'd be doing wrong.
Note: I run the game at only 640-by-360, to make sure my 2008 laptop should be able to hit a consistent fps.
Is there a good reference to an implementation of a game loop without a timer on OS X?
Casey Muratori is a programmer at Molly Rocket on the game 1935 and is the host of the educational programming series Handmade Hero.
Second, regarding OS X, I would assume that it also always goes through a compositor, so flickering sounds like a strange thing to be seeing. I would suspect that something else might be wrong as well?
- Casey
There's got to be something crucial that I don't get.
What's also weird, is that the tearing happens even when the frame doesn't change. I know how to solve (or rather, minimize) this: by drawing in a separate buffer and right before returning from the gameUpdateAndRender function to the platform layer, copying the pixels from the secondary buffer to the buffer that's passed in the gameUpdateAndRender function as an argument. This buffer is then used to blit to the screen. But it doesn't solve the odd timings, and I don't think I should have to do this...
http://xyproblem.info/
http://www.catb.org/~esr/faqs/smart-questions.html
I'm more concerned about finding out why the timings are so inconsistent, though. The only possible explanation I can think of is some sort of energy savings... Or I do something wrong, which I would prefer, because then I can hopefully find out what.
Casey Muratori is a programmer at Molly Rocket on the game 1935 and is the host of the educational programming series Handmade Hero.
So, I can't really offer much in the way of advice because it's been years since I've done any from-scratch programming on Mac OS X, but I would say the first thing to verify is that you are actually using a system service which guarantees low-latency precision timing. Typically, windowing system timers aren't unless they're specifically labeled as such.
- Casey
A software engineer that enjoys living in enemy territory.
I've looked at CVDisplayLinkRef before, but that's only possible when using OpenGL afaik, and it doesn't help with the timing of the gameUpdate function, I think. It only makes sure the framebuffer flips at the vertical blanking interval, I THINK.
Anyway, thank you everyone for reading my ramblings and suggesting options to try. If I can't solve it, I guess I'll see a possible solution at the end of Handmade Hero. ;)
A software engineer that enjoys living in enemy territory.
CVDisplayLink is a timer that is tied to your screen refresh rate (typically 60Hz), but since you use time deltas in the update code, it doesn't matter if it's a 120Hz screen or a variable refresh rate screen.
I'm seeing that every ~10 frames, the amount of cycles spend in gameUpdateAndRender can be up to 3x during 1 frame, the mystery of this is really what puzzles me the most. Is it possible that this is caused by reference counting? I don't think so, because I thought it should be deterministic as opposed to garbage collection, but I'm not a professional. Furthermore, 3x seems really high and it would make me sad if it's possible that the 3x cycles count every once in a while is caused by reference counting.
A software engineer that enjoys living in enemy territory.
Small off topic question: Now that Swift has support for SIMD, I tried to use it, but __m128i and all the corresponding functions are not declared in my project... I thought it was something I did wrong, but then I found out that __m128i is not supported on ARM, so maybe that's why, and OS X has to wait for proper support. :(
If this is the case: is there a way to reinterpret an integer vector to a float vector without the __m128i type and its functions 'manually'?
What you meant probably is that iOS doesn't support SSE. iOS works on ARM which has NEON intrinsics.
What do you mean reinterpret and integer vector to float vector? Just a cast?
http://xyproblem.info/
http://www.catb.org/~esr/faqs/smart-questions.html
The problem is that __m128i is not defined in Swift for some reason (I think because it's not needed for ARM and that's what Apple only cares about.)
Can I just cast it instead of converting it? Or is that semantically different? I guess it wouldn't be enough, though, because there's no equivalent float4 function for every int4 function.
Anything Like FRAPS for Mac?
FRAPS is a well-known screen recording software that is specially designed to capture gameplay videos. It can capture audio and video up to 7680x4800 with specified frame rates from 1 to 120 fps. It's also a benchmark software which show how many Frames Per Second (FPS) while you're playing games.
Most Mac users who have transferred from Windows would miss FRAPS because FRAPS only works on Windows. So what's the best desktop recording software for Mac?
We've done research on popular video capture software, and Movavi Video Suite for Mac is highly recommended.
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Movavi Video Suite for Mac provides you with the closest features to FRAPS. For example, you can set custom frame rate up to 60 fps, you're able to capture video on the background, you're enabled to take screenshots anytime you want. Different from other screen capture software, this FRAPS for Mac equivalent not only lets you easily record audio from audio sets, headphones, MIDI device, but also Skype calls and program audio.
Similar to FRAPS, it captures keyboards and mouse. You can show a key button you press on your keyboard, you can change the cursor options.
The final weapon of this FRAPS for Mac substitute is the broad support for almost any video formats. This is a far better feature than FRAPS. With FRAPS, you may saved a recorded file at very big size, but with Movavi Video Suite for Mac, the output files are optimized and compressed with Movavi unique video conversion engine. All output files are small but high quality.
The supported output profiles include MP4, MOV, AVI, iPhone, iPad, iPod, Amazon Kindle Fire, HTC, Samsung and other Android devices.
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Show Keys and Cursor with Different Style
Don't know what keys are pressed on keyboard? Easily show it on the video. There are various options to turn on/off cursor, change cursor size/color, etc.
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FRAPS for Mac alternative from Movavi creates professional recordings with high quality but small size. All regular video formats and devices are supported.
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Fps Infinite Mac Os Update
System Requirements of FRAPS for Mac
- Intel-based Mac machines
- Mac OS X 10.15 Catalina, 10.14 Mojave, 10.13 High Sierra, 10.12 Sierra or 10.7 Lion or later (64-bit only)
- Display graphics minimum resolution of 1024x768x32-bit color
- RAM: Minimum 256 MB or higher
- 1 GB of free hard disk space
- Administrative permissions are need for installation FRAPS for Mac
Fps Infinite Mac Os Catalina
3 Steps to Capture Your Videos with FRAPS for Mac
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More About FRAPS for Mac
FRAPS is a professional screen and video capture software and benchmarking tool. This will be a must-have tool to have if you are a serious gamer who wants to share your gaming experience. If you are like other arcade or game gurus, you are used to recording your screen whilst playing games to create video guides like walkthroughs. Game tutorials with tricks and tips are very common online today because of the large number of life-like games and RPG battles out there. When you have this software, you can capture game videos easily at custom frame rates ranging from 1-120 fps. However, If you have switched from Windows XP, Vista, Windows 7 or Windows 8 to a Mac platform and you are now playing games, you will miss the FRAPS tool. In this case, you might want to find the best video recording tool for Mac. Movavi Video Suite for Mac is recommended here as the ideal FRAPS for Mac alternative because it has similar features and capabilities.
FPS Infinite Mac OS