Comments (6)
v0.10 的帧时间是根据帧率的倒数计算出来的,参考价值不大,如果想监控电源最好使用 RTSS 等第三方软件。
帧数统计被删除有两个原因,一是它会增加渲染游戏内叠加层的开销,即使帧率为 0,它也需要更新,二是由于实现了重复帧检测,帧率的参考价值大大降低了,帧时间是不准确的。
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感谢!
用rtss确实可以看见静态和动态部分帧数的“方波”,也许只有1%high之类的帧数统计可以直观显示动态部分帧数。
btw,刚才测试时发现。有“眨眼动画”的galgame,目前的重复帧检测会把眨眼动画“跳过”,或者只抽取了其中2-3帧。
from magpie.
btw,刚才测试时发现。有“眨眼动画”的galgame,目前的重复帧检测会把眨眼动画“跳过”,或者只抽取了其中2-3帧。
可能是因为 #899
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我观察到了原因。
很多galgame喜欢在文本框角落上加入一个循环播放的logo/转圈。
magpie成功识别了这个小动画,将帧数降低到与这种小动画一致的4fps,可以完美的处理它。
而眨眼动画每3秒才播放0.5秒,magpie因此忽略了眨眼,继续保持在4fps,所以转圈小动画依旧完美,眨眼却只有2帧。
而 #899 提到的翻页卡顿,在我测试的这个游戏里,翻页时旋转的小图标会消失,但是
伴随翻页出现的,立绘移动和眨眼,会出现卡顿
可能是当多个不同帧率的动画出现,magpie会手忙脚乱。
我对加入最低帧限制能解决这个问题持怀疑态度。
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一个令人不安的事实:
我打开开发者模式,关闭了重复帧检测
VN运行在60帧,将magpie限制在60帧,仍有50%的眨眼只有2帧,30%只有3-4帧
切换到120帧也一样
但是,当我把magpie限制在40帧,所有眨眼动画都正常播放了😱😱😱
我想问题应该出在这些VN本身,这些VN在播放眨眼等动画的时候,帧生成时间完全就是大裂谷,比如我测试的这个vn,眨眼动画时跳到40帧25ms,另外一些动画似乎是50帧20ms。
vn制作者本身就没有让动画帧数同步的意识😰😰,这是VN本身的问题,magpie只是让这个问题更明显了。
我不看好用限制帧数解决这些VN,恐怕得找到这些动画的最小公倍数?
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谢谢测试。如果你确认是 Magpie 的问题导致丢帧,请新建 issue 讨论。
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Related Issues (20)
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