Ha! You got a good doubletake from me with the loading meter! Your pieces are really cool. Forget games, Unity can be art I love the sound.
nice! almost runs too fast on my G5 in fullscreen mode... 8) I too like the loading screen, did a double take and used the pop-up menu to double check i was running the unity plugin... btw good evangelising on the dir3d list! :wink: cheers.
Hi, thanks to all! :O) @Morgan Well, i was in a melancholic mood yesterday, jammed a bit with my synth and thought a little loop would just fit fine into the demo. @thylacine Hey i'm not evangelising. I'm just telling the truth, at least from my point of view, and that's a big difference... :O) By the way what do you mean with too fast exactly? Should be deltatimed...how many fps do you get? @Aras Pranckevicius (why no more nearaz?) I would love to see some from you! :O) Greetings, taumel
That's cool, just poking fun at ya. :wink: I was getting around 100-105 fps fullscreen. Just at that frame rate it felt the wobbling wasn't in time with the 'feel' of the music. Don't get me wrong I'm not criticizing! Also could you share the fog settings with us? I have an undersea project that they would suit perfectly for. cheers.
That would be a cool screen saver. Can you provide the .unityweb so that I can stick it in a scrensaver on my comp? Jeff
I'm not sure if people will LIKE that this works, but it does -- In Safari you can see the .unityweb file for any page in the ActivieViewer. Option-double-click it there and it downloads.
@thylacine 100-105fps?! Wow this is a lot...i do get 33 on my mini and 43 on my pc. Unity isn't optimized for windows and/or your g5 system is extremely fast. Well, as there is only one fog in unity so far there isn't much to share. The only parameter i played around with was the fog density which i've choosen to 0.03. Beside of the colour the rest are the default render settings... @outcast Shouldn't it work if you just "Save as" the url of the unitywebfile? url: http://spielwiese.marune.de/_uni/wellennetz/wellennetz.unityweb Regards, taumel
When it plays in the browser it hover around 55fps, fullscreen it jumps to 100+fps. My system is the 2x2.3ghz, 2.5g ram and an ati x800 256mb card. I suspect the card is doing most of the work. :wink: and thanks for the fog info. cheers.
Hmm, i suspect it's more cpu bound... Mac G4 1.25Ghz, 9200er => 33fps (fullscreen) Win P4 2.8 Ghz, 9800pro => 43 fps (fullscreen) The win version should perform somehow better... Regards, taumel
Fullscreen webplayer on windows also has a limited framerate. It's because of different ways Mac and Win embed plugins in the browser and process their events. In other words: FPS in a webplayer on windows is not suitable for benchmarking or measuring performance. Unless you really stress test the system of course.
@thylacine I've just updated the wellennetz for you. Now it should be fine on your system as well...sorry! @aras Mac (fullscreen) differs from 33 (web) to 35 (standalone) Win (fullscreen) differs from 43 (web) to 148 (standalone) Why is there this huge difference on windows? It's not only the fps counter, it's really faster. Although i can't tell how much faster it is.
Because the webplayer is limited to around 30 FPS. If you do your game logic frame-dependent, then you'll get different game speeds depending on FPS. Usually facroting in using Time.deltaTime when you do any motion each frame helps.
>>>Because the webplayer is limited to around 30 FPS.<<< Why is this so and why do i then get more than 30fps?
no need to be apologize. 8) but thanks it's much better. the mood isn't lost now when i go fullscreen. cheers.
>>>no need to be apologize. 8) but thanks it's much better. the mood isn't lost now when i go fullscreen. <<< Well, this happens if you do "in the break"-coding... ;O)
Because it's not exactly 30FPS (in fact it tries to run at 60FPS, but how much does it actually get depends on browser and other things). In windows web browser, a plugin does not just run by itself - instead it runs via browser's message loop. And we don't want to hog the CPU by letting the plugin run at maximum speed. Hence we use timers (if plugin runs in the same thread as browser) or sleeping (if plugin runs on a separate thread). Both of these can't by guarantee a fixed framerate, so it just happens that you get the limit of 43FPS.
Okay...hmmm i suspect that the value i receive by Time.deltaTime isn't just a fake value and it's a realistic one. So with also taking some factor x for plugin overhead into account isn't there still a wide gap between 43fps running in a browser and 148fps running offline? From these numbers i would suspect there should be enough air so that the web version is able to run at 60fps without slowing down the system?!