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fixedTimeStep giving problems on Xbox

Last post 11/20/2009 12:32 PM by SkyWhy. 1 replies.
  • 11/20/2009 11:57 AM

    fixedTimeStep giving problems on Xbox

    Hello everyone.

    I'm having interesting problems with the game I'm working on with three others programmers. It's going to a Xbox game, 2.5D. Currently we are running the game in fixedTimeStep = false; so we won't be "locked" to certain fps. We are using deltaTime(difference between updates) to achieve same movement speed on varying FPS. But all goes horribly wrong when we try to import our game to Xbox.

    The game runs 60fps on PC but on XBox it's 16FPS. It's not like it's power hog or anything, we got just seven platforms (basic boxes) and four models on the screen (really low poly) and it's choking. It can't be our code, seems unrealistic. So we turned the "isFixedTimeStep" to true (which it is by default) and the game ran at 60fps but the movement was horrid.

    Where could have we gone wrong?
    Any ideas how to maintain high FPS on xbox and how to achieve smooth movement?

    Cheers.
  • 11/20/2009 12:32 PM In reply to

    Re: fixedTimeStep giving problems on Xbox

    Actually at least on the PC side if we turn on the fixedTimeStep and interpolate the rendering position of entities between updates it looks a lot smoother on PC. Going to upload it to Xbox later today and see if it's any better.
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