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	<title>Comments on: FPS, Frame Time and you: adventures in performance.</title>
	<atom:link href="http://www.nekocake.com/pad/2007/04/28/fps-frame-time-and-you-adventures-in-performance/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.nekocake.com/pad/2007/04/28/fps-frame-time-and-you-adventures-in-performance/</link>
	<description>RamblingsOfADerangedShape.....</description>
	<pubDate>Fri, 21 Nov 2008 17:45:44 +0000</pubDate>
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		<title>By: Michanikos</title>
		<link>http://www.nekocake.com/pad/2007/04/28/fps-frame-time-and-you-adventures-in-performance/#comment-449</link>
		<dc:creator>Michanikos</dc:creator>
		<pubDate>Fri, 14 Nov 2008 03:16:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.nekocake.com/pad/2007/04/28/fps-frame-time-and-you-adventures-in-performance/#comment-449</guid>
		<description>Moving Average might be more usefull than a straight "since last reset" average.  Should have both.</description>
		<content:encoded><![CDATA[<p>Moving Average might be more usefull than a straight &#8220;since last reset&#8221; average.  Should have both.</p>
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		<title>By: cubed2D</title>
		<link>http://www.nekocake.com/pad/2007/04/28/fps-frame-time-and-you-adventures-in-performance/#comment-295</link>
		<dc:creator>cubed2D</dc:creator>
		<pubDate>Fri, 28 Mar 2008 17:42:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.nekocake.com/pad/2007/04/28/fps-frame-time-and-you-adventures-in-performance/#comment-295</guid>
		<description>Thanks for the comment Eforen, what your saying there does seem to make sense. This article is ancient, and in need of an update. I dont think it will even work with xna 2.0, as they changed how the main loop executes.

Im pritty sure the code worked in the test app, it might just be a typo in the article but i have no idea it was so long ago! I think its allmost time to clear this blog out and start again</description>
		<content:encoded><![CDATA[<p>Thanks for the comment Eforen, what your saying there does seem to make sense. This article is ancient, and in need of an update. I dont think it will even work with xna 2.0, as they changed how the main loop executes.</p>
<p>Im pritty sure the code worked in the test app, it might just be a typo in the article but i have no idea it was so long ago! I think its allmost time to clear this blog out and start again</p>
]]></content:encoded>
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		<title>By: Eforen</title>
		<link>http://www.nekocake.com/pad/2007/04/28/fps-frame-time-and-you-adventures-in-performance/#comment-294</link>
		<dc:creator>Eforen</dc:creator>
		<pubDate>Fri, 28 Mar 2008 17:18:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.nekocake.com/pad/2007/04/28/fps-frame-time-and-you-adventures-in-performance/#comment-294</guid>
		<description>I was looking over this page and i noticed when you checked for Infinity &#38; highestFPS you may have miss typed you put &#38;&#38; ! (And Not) where it should be &#124;&#124; (Or Logic Op) and check if highestFPS is infinity.

"if (currentFPS &#62; highestFPS &#38;&#38; !double.IsInfinity(currentFPS)) highestFPS = currentFPS;"

Else it will never be true after the first frame. For current will not ever be greater then infinity unless something goes horribly wrong and the universe starts unraveling. thus if we instead go with 


"if (currentFPS &#62; highestFPS &#124;&#124; double.IsInfinity(highestFPS)) highestFPS = currentFPS;"

we kill 2 birds with one cpu flop as the case could be  where we check for both if the currentFPS is greater then the highestFPS and if out highest is infinite we fix it by useing the currentFPS as the new highestFPS untell currentFPS is not infinite then it just checks a new highest. &#124;&#124; if you would like to protect the highest from ever becomeing Infinity you could add your and back in and have &#38;&#38; "if (currentFPS &#62; highestFPS &#38;&#38; !double.IsInfinity(currentFPS) &#124;&#124; double.IsInfinity(highestFPS)) highestFPS = currentFPS;"

witch will stop it from ever being Infinity tho it would be good to see if somehow you got stuck in a infinite loop.

Just thought i would note that to you all.

-Eforen</description>
		<content:encoded><![CDATA[<p>I was looking over this page and i noticed when you checked for Infinity &amp; highestFPS you may have miss typed you put &amp;&amp; ! (And Not) where it should be || (Or Logic Op) and check if highestFPS is infinity.</p>
<p>&#8220;if (currentFPS &gt; highestFPS &amp;&amp; !double.IsInfinity(currentFPS)) highestFPS = currentFPS;&#8221;</p>
<p>Else it will never be true after the first frame. For current will not ever be greater then infinity unless something goes horribly wrong and the universe starts unraveling. thus if we instead go with </p>
<p>&#8220;if (currentFPS &gt; highestFPS || double.IsInfinity(highestFPS)) highestFPS = currentFPS;&#8221;</p>
<p>we kill 2 birds with one cpu flop as the case could be  where we check for both if the currentFPS is greater then the highestFPS and if out highest is infinite we fix it by useing the currentFPS as the new highestFPS untell currentFPS is not infinite then it just checks a new highest. || if you would like to protect the highest from ever becomeing Infinity you could add your and back in and have &amp;&amp; &#8220;if (currentFPS &gt; highestFPS &amp;&amp; !double.IsInfinity(currentFPS) || double.IsInfinity(highestFPS)) highestFPS = currentFPS;&#8221;</p>
<p>witch will stop it from ever being Infinity tho it would be good to see if somehow you got stuck in a infinite loop.</p>
<p>Just thought i would note that to you all.</p>
<p>-Eforen</p>
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		<title>By: Mike</title>
		<link>http://www.nekocake.com/pad/2007/04/28/fps-frame-time-and-you-adventures-in-performance/#comment-15</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Tue, 19 Jun 2007 16:49:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.nekocake.com/pad/2007/04/28/fps-frame-time-and-you-adventures-in-performance/#comment-15</guid>
		<description>&lt;strong&gt;Mike...&lt;/strong&gt;

Cool! Its really cool....</description>
		<content:encoded><![CDATA[<p><strong>Mike&#8230;</strong></p>
<p>Cool! Its really cool&#8230;.</p>
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	<item>
		<title>By: 3D Game Programming &#187; Blog Archive &#187; Adventures in Performance II: Profiling</title>
		<link>http://www.nekocake.com/pad/2007/04/28/fps-frame-time-and-you-adventures-in-performance/#comment-12</link>
		<dc:creator>3D Game Programming &#187; Blog Archive &#187; Adventures in Performance II: Profiling</dc:creator>
		<pubDate>Wed, 06 Jun 2007 07:31:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.nekocake.com/pad/2007/04/28/fps-frame-time-and-you-adventures-in-performance/#comment-12</guid>
		<description>[...] Adventures in Performance II: Profiling Cubed2D brings news of part two in a series on Profiling in XNA games. In this article Cubed2D goes over what profilers are, how to create them as well as how to use them efficiently. Sample code is introduced in the form of a game that spits out triangles and spheres with the profiler output displayed to the window. Be sure to check out the first article on FPS and Frame Time. [...]</description>
		<content:encoded><![CDATA[<p>[...] Adventures in Performance II: Profiling Cubed2D brings news of part two in a series on Profiling in XNA games. In this article Cubed2D goes over what profilers are, how to create them as well as how to use them efficiently. Sample code is introduced in the form of a game that spits out triangles and spheres with the profiler output displayed to the window. Be sure to check out the first article on FPS and Frame Time. [...]</p>
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	<item>
		<title>By: Adventures in Pefromance 2: Profiling &#124; The NekoCake notePad</title>
		<link>http://www.nekocake.com/pad/2007/04/28/fps-frame-time-and-you-adventures-in-performance/#comment-10</link>
		<dc:creator>Adventures in Pefromance 2: Profiling &#124; The NekoCake notePad</dc:creator>
		<pubDate>Tue, 05 Jun 2007 22:36:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.nekocake.com/pad/2007/04/28/fps-frame-time-and-you-adventures-in-performance/#comment-10</guid>
		<description>[...] FPS, Frame Time and you: adventures in performance.  [...]</description>
		<content:encoded><![CDATA[<p>[...] FPS, Frame Time and you: adventures in performance.  [...]</p>
]]></content:encoded>
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	<item>
		<title>By: cubed2D</title>
		<link>http://www.nekocake.com/pad/2007/04/28/fps-frame-time-and-you-adventures-in-performance/#comment-4</link>
		<dc:creator>cubed2D</dc:creator>
		<pubDate>Tue, 01 May 2007 10:54:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.nekocake.com/pad/2007/04/28/fps-frame-time-and-you-adventures-in-performance/#comment-4</guid>
		<description>Thats a good idea, and will be very easy to get working, probly something like this.

time +=ElapsedGameTime.TotalMilliseconds 
if (time &gt;= 1000f)      
{
  This.Reset(gameTime);
}

just count up the elapsed time every frame, when it gets to your time intival (1 second in my example), call reset. reset will reset all of the stats, but you could add different overloads for it, or just add a bool/enum to it to get it to change differnt stats. 

That seem good to you?</description>
		<content:encoded><![CDATA[<p>Thats a good idea, and will be very easy to get working, probly something like this.</p>
<p>time +=ElapsedGameTime.TotalMilliseconds<br />
if (time >= 1000f)<br />
{<br />
  This.Reset(gameTime);<br />
}</p>
<p>just count up the elapsed time every frame, when it gets to your time intival (1 second in my example), call reset. reset will reset all of the stats, but you could add different overloads for it, or just add a bool/enum to it to get it to change differnt stats. </p>
<p>That seem good to you?</p>
]]></content:encoded>
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	<item>
		<title>By: Jeff Weber</title>
		<link>http://www.nekocake.com/pad/2007/04/28/fps-frame-time-and-you-adventures-in-performance/#comment-3</link>
		<dc:creator>Jeff Weber</dc:creator>
		<pubDate>Tue, 01 May 2007 02:31:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.nekocake.com/pad/2007/04/28/fps-frame-time-and-you-adventures-in-performance/#comment-3</guid>
		<description>Very nice post.  The only thing I might suggest is to go with your other performance values is a running average for fps and frame rate. This would display the average over the last "n" frames (n would be configurable. This might be a little more useful then the average over the entire runtime of the app.  

Just a thought.</description>
		<content:encoded><![CDATA[<p>Very nice post.  The only thing I might suggest is to go with your other performance values is a running average for fps and frame rate. This would display the average over the last &#8220;n&#8221; frames (n would be configurable. This might be a little more useful then the average over the entire runtime of the app.  </p>
<p>Just a thought.</p>
]]></content:encoded>
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