#frametiming
#frametiming! Implementing a high-precision stopwatch class for #helios - because you can't optimize what you can't measure! Building everything from scratch w/ way too much enthusiasm for delta time calculations ⏱️
Nerd out with me: twitch.tv/garagecraft_games
#gamedev #indiedev #indiegames #opengl
Twitch
Twitch is the world
twitch.tv
November 28, 2025 at 8:27 PM
The frametiming in that game is exquisite. It's running at 139fps with a 99% variance between frames <2ms. It feels fast as hell, even if the average number is "only" 120fps.
May 18, 2025 at 7:11 PM
Right. uh running the frametiming tests though has me reconsidering. Now that I tested it, what Im doing is less stabilizing the base game and more stabilizing DLSS4, which still doesn't run as well. Its all for slight visual advantage Im not sure is actually too useful
March 7, 2025 at 1:52 AM
Honestly speedruning is far less "pure" than it used to be an is far more leaning towards the entertainment factor than pure unadulterated technical facts and frametiming

(which arguably should still be the case for ILs where every frame counts)
February 17, 2025 at 8:30 PM
Yeah, the biggest *functional* benefit is in competitive games, but if you have a nice 120hz panel and play a game properly made to support 120fps with good frametiming, the *feel* of the game and the smoothness of turning and animation is amazing
January 6, 2025 at 9:04 PM
Most games where it matters to be getting 120fps are going to run on hardware from 10+ years ago, modern games rarely have good frametiming even at 60fps so going beyond it (or in a lot of cases even being able to hit it on high end hardware) is functionally irrelevant
January 6, 2025 at 8:39 PM
I tried the changes to the frametiming in the config file and a bunch of other stuff but I just can't get it to work. Next time I play i'm gonna try some tricks from some other games, but on a 5900x at 4.10ghz and a 4080, i should not be struggling THAT hard. Even with Single Core limits
November 1, 2024 at 6:19 PM