Baron Rubik
New member
- Mar 21, 2013
- 1,852
- 1
You could also try killing off running apps, and clearing the RAM to improve your performance.
It's actually not that we can't push higher graphics, it is the fact that due to the nature of our game we have to run at 60fps for the physics to react properly. A lot of games will clamp to 30 and push more graphics, but we just can't do that. That being said I think the hardware will catch up soon, I can't wait until we can actually right shaders with lighting....
You're forgetting the rom emulation takes quite a bit of CPU power, Zen isn't having to emulate anything.
That's a valid observation. Zen is all hand crafted rule sets executing in their native environment. That's indeed a very big difference.
What happens to the physics when the device can't maintain 60fps? RBioN on my Nexus 10 for example...
What happens to the physics when the device can't maintain 60fps? RBioN on my Nexus 10 for example...
It will be clamped to 30fps, our engine was not designed to handle anything in between. At 30fps it appears to lag and since the ball is moving so fast but the renderer can't keep up with it it appears to be doing strange things (ghosting etc). Something we have struggled with from day 1. We experimented with variable rate physics but never got it to work.
It's a pity that there's no option for having the game slow down render time in order to stay in sync with the physics engine. Sort of like bullet time in the Matrix, with multiball!
Actually it is the opposite. Rendering is getting delayed while the physics keep jugging along. Ryan was saying above your post that they tried to make the physics variable to match the rendering but they couldn't get it to work correctly.
I understand now, thanks for pointing it out.