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Understanding and Measuring PC Latency

Nvidia

In many cases, it is more impactful to the overall gaming experience than frames per second (FPS). System latency is an important gaming performance metric. In many cases, it is more impactful to the overall gaming experience than frames per second (FPS). For a list of tagged events, see Table 1.

PC 104
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Movie Maker mode arrives in Godot 4.0

Mircosoft Game Dev

The idea of using a game engine for projects other than creating video games is not new. For decades, game engines have been used to create applications, simulations and more. These use cases include architecture visualization, cinema, animation and cutscene rendering. What is Movie Maker mode for?

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Movie Maker mode arrives in Godot 4.0

Mircosoft Game Dev

The idea of using a game engine for projects other than creating video games is not new. For decades, game engines have been used to create applications, simulations and more. These use cases include architecture visualization, cinema, animation and cutscene rendering. What is Movie Maker mode for?

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Agile input processing is here for smoother, more responsive gameplay

Mircosoft Game Dev

In a game engine, the engine loop is the sequence of steps that is happening again and again to let the game run. This includes rendering, physics, input processing, and more. Consider a game that wants its gameplay logic and physics to run at 60 FPS. Old behavior in Godot 3.3.x x and before.

FPS 52
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Release candidate: Godot 3.3 RC 9

Mircosoft Game Dev

For 2D rendering, we're also re-adding some testing options which were used in earlier betas to allow users to test different scenarios which may impact performance for some OpenGL drivers (especially on Windows and macOS). Please report if you see any suspicious FPS drop in RC9 compared to RC8! See GH-47864 for details.

Bug 52
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Dev snapshot: Godot 4.0 alpha 17

Mircosoft Game Dev

Animation: Rework AnimatedTexture's fps into speed_scale ( GH-65188 ). Rendering: Ensure sibling SubViewports are renderer from top to bottom ( GH-65579 ). Rendering: Properly scale SSR reflection based on metallic value for dielectric materials ( GH-65594 ). Physics: Implement Area[2D/3D].has_overlapping_[bodies/areas]

Alpha 52
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Release candidate: Godot 3.2.3 RC 3

Mircosoft Game Dev

HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). Rendering: Fixed images in black margins ( GH-37475 ). Rendering: Allow nearest neighbor lookup when using mipmaps ( GH-40523 ). Rendering: Properly calculate Polygon2D AABB with skeleton ( GH-40869 ). Build HTML5 templates with threads_enabled=yes to test it.