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- -RTX-
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Scratcher
4 posts
A way to add 60fps support without breaking most projects
So basically I suggest there should be a way to toggle if a project is running in 60fps or 30fps, 30 by default.
A lot of people say that anything higher than 30fps would break loops in old projects, well that's why I'm suggesting a way to toggle it.
Another concern i have seen of the forum is that it would cause lag if it's over 30fps. It wouldn't, increasing it means literately the exact opposite since projects can have smoother things such as motion. Even if it did cause lag, that is why you should be able to set it to 30fps or 60fps.
There are many ways this can be done, but my way of adding a way to toggle it is with a block that could look something like/;
You may be wondering what is the point of 60fps? Does it make that big of a difference? Yes it does!
Thing is with 60fps over 30fps is that motion will be able to be up to x2 smoother since the framerate is doubled!
There is also the issue where old project loops will be running twice the speed, but that is why it would be 30fps by default, and toggleable up to 60
If anyone has any questions or concerns I didn't bring up here or about fps and why it makes a difference feel free to ask me and I'll try to address them!
A lot of people say that anything higher than 30fps would break loops in old projects, well that's why I'm suggesting a way to toggle it.
Another concern i have seen of the forum is that it would cause lag if it's over 30fps. It wouldn't, increasing it means literately the exact opposite since projects can have smoother things such as motion. Even if it did cause lag, that is why you should be able to set it to 30fps or 60fps.
There are many ways this can be done, but my way of adding a way to toggle it is with a block that could look something like/;
set framerate to 60
set framerate to 30With something like this, people can choose if they want 60fps or 30fps. Also this could be helpful for some is to set the framerate to a value with a block that could look something like this
set framerate to ()Also I would put the blocks in sensing category
You may be wondering what is the point of 60fps? Does it make that big of a difference? Yes it does!
Thing is with 60fps over 30fps is that motion will be able to be up to x2 smoother since the framerate is doubled!
There is also the issue where old project loops will be running twice the speed, but that is why it would be 30fps by default, and toggleable up to 60
If anyone has any questions or concerns I didn't bring up here or about fps and why it makes a difference feel free to ask me and I'll try to address them!
- imfh
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Scratcher
1000+ posts
A way to add 60fps support without breaking most projects
Personally I would prefer a 60 FPS check box under the edit menu. Unlike turbo mode, whether it is on or off should be saved per project. It would probably be easier for the Scratch Team to add it that way. Also, I suspect someone has already made this suggestion but I could be wrong.
btw today is April First.
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- -RTX-
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Scratcher
4 posts
A way to add 60fps support without breaking most projects
before i made the post i checked around for someone already making the suggestion and i saw people suggesting 60fps as the default but i didnt see any suggest a way to toggle it, so i tried to think of a way to toggle it and then I posted it here. And I think it would be more useful as a block then a project setting because with it being a block people can toggle it whenever they want too, so they could have it 30fps for one part of the project and 60fps for another part of the project.
- 6d66yh
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Scratcher
100+ posts
A way to add 60fps support without breaking most projects
Another concern i have seen of the forum is that it would cause lag if it's over 30fps. It wouldn't, increasing it means literately the exact opposite since projects can have smoother things such as motion.That is not how computer processing works at all. Suppose I have a 30fps project. It runs on a 1GHz processor. Each frame takes 20 million cycles. It is sustainable so far. Now I port it to 60fps. It takes 1.2 seconds to process 1 second. The project is no longer running at full speed, which is the lag. That's why the 60fps counter at https://scratch.mit.edu/projects/407291440/ is said to be useless.
- imfh
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Scratcher
1000+ posts
A way to add 60fps support without breaking most projects
No, Scratch can run a 60 FPS without lagging. Even when turbo mode is enabled, it is still set to run at 30 FPS. Turbo mode just makes it try to do more each loop. When you put the wait block into the loop, it causes it to run at 30 fps again since the minimum time a wait block can wait is 1/30th of a second.Another concern i have seen of the forum is that it would cause lag if it's over 30fps. It wouldn't, increasing it means literately the exact opposite since projects can have smoother things such as motion.That is not how computer processing works at all. Suppose I have a 30fps project. It runs on a 1GHz processor. Each frame takes 20 million cycles. It is sustainable so far. Now I port it to 60fps. It takes 1.2 seconds to process 1 second. The project is no longer running at full speed, which is the lag. That's why the 60fps counter at https://scratch.mit.edu/projects/407291440/ is said to be useless.
- 6d66yh
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Scratcher
100+ posts
A way to add 60fps support without breaking most projects
However, in even remotely intensive projects, the processing time for 1÷60 of a second is exceeded. This would cause the project to not run at full speed if it were ported to 60fps. This is the lag.No, Scratch can run a 60 FPS without lagging. Even when turbo mode is enabled, it is still set to run at 30 FPS. Turbo mode just makes it try to do more each loop. When you put the wait block into the loop, it causes it to run at 30 fps again since the minimum time a wait block can wait is 1/30th of a second.Another concern i have seen of the forum is that it would cause lag if it's over 30fps. It wouldn't, increasing it means literately the exact opposite since projects can have smoother things such as motion.That is not how computer processing works at all. Suppose I have a 30fps project. It runs on a 1GHz processor. Each frame takes 20 million cycles. It is sustainable so far. Now I port it to 60fps. It takes 1.2 seconds to process 1 second. The project is no longer running at full speed, which is the lag. That's why the 60fps counter at https://scratch.mit.edu/projects/407291440/ is said to be useless.
- gdfsgdfsgdfg
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Scratcher
1000+ posts
A way to add 60fps support without breaking most projects
Bump cuz there is a dupe lol
no support because it can be used to cheat in some games (possibly)
no support because it can be used to cheat in some games (possibly)
Last edited by gdfsgdfsgdfg (Feb. 9, 2023 15:06:51)
- gdfsgdfsgdfg
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Scratcher
1000+ posts
A way to add 60fps support without breaking most projects
Its not a dupe because it was suggesting for 60 fps mode without destroying projects
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