Unusual FPS readings in Scratch projects
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PerformanceTracker
Posted on August 5, 2024 • Beginner
🚀 My project shows 303 FPS - is this possible?
I’ve been working on a project and noticed something strange - my FPS counter is showing 303 FPS! I thought Scratch was limited to around 30 FPS, so this seems impossible.
I’ve seen screenshots of even higher values online. How is this happening? Is it a bug in my FPS calculation, or is there something special about how Scratch handles frame rates?
Can someone explain what’s going on and how to create a proper FPS counter? 🤔
DebugExpert_Sam
Replied 4 hours later • ⭐ Best Answer
Great question @PerformanceTracker! Those extremely high FPS readings are indeed misleading. Let me explain what’s happening and how to fix it:
📊 FPS Calculation System Flow
Here’s how proper FPS measurement works:
🔍 Why You’re Seeing 303+ FPS
The issue is usually with how the FPS is being calculated. Most faulty FPS counters do something like this:
// WRONG WAY - This gives false readings when flag clicked forever set [frame count v] to ((frame count) + (1)) set [fps v] to (frame count) // This is NOT frames per second! end
✅ Correct FPS Calculation Method
Here’s how to create an accurate FPS counter:
// CORRECT WAY - Accurate FPS measurement when flag clicked set [frame count v] to [0] set [start time v] to (timer) forever change [frame count v] by (1) set [elapsed time v] to ((timer) - (start time)) if <(elapsed time) > [1]> then set [fps v] to (round ((frame count) / (elapsed time))) set [frame count v] to [0] set [start time v] to (timer) end end
📊 Alternative: Real-time FPS Display
For a more responsive FPS counter that updates continuously:
// Real-time FPS with moving average when flag clicked set [last time v] to (timer) set [fps history v] to [] forever set [current time v] to (timer) set [frame time v] to ((current time) - (last time)) if <(frame time) > [0]> then set [current fps v] to (1 / (frame time)) // Keep last 10 readings for smooth average add (current fps) to [fps history v] if <(length of [fps history v]) > [10]> then delete (1) of [fps history v] end // Calculate average FPS set [total v] to [0] repeat (length of [fps history v]) change [total v] by (item (counter) of [fps history v]) end set [fps v] to (round ((total) / (length of [fps history v]))) end set [last time v] to (current time) end
🎯 Understanding Scratch’s Frame Rate Limits
- Normal Scratch: Typically runs at 30 FPS maximum
- Turbo Mode: Can achieve higher frame rates (60+ FPS)
- Browser dependent: Performance varies by device and browser
- Project complexity: Heavy projects will have lower FPS
🛠️ Performance Optimization Tips
To improve your project’s actual performance:
// Optimize heavy operations when flag clicked set [optimization counter v] to [0] forever change [optimization counter v] by (1) // Only do heavy calculations every few frames if <((optimization counter) mod (5)) = [0]> then // Heavy calculations here // (collision detection, AI, etc.) end // Light operations every frame // (movement, simple animations) end
Remember: A stable 30 FPS is much better than an unstable 60+ FPS! Focus on consistent performance rather than peak numbers. 🎮
PerformanceTracker
Replied 1 hour later
@DebugExpert_Sam Thank you so much! 🙏
I implemented your correct FPS calculation and now I’m getting realistic readings around 30 FPS. You’re absolutely right - my original method was just counting frames, not measuring actual time!
The optimization tips are really helpful too. My project runs much smoother now that I’m not doing heavy calculations every single frame.
OptimizationGuru
Replied 3 hours later
Great explanation @DebugExpert_Sam! I’d like to add a few more performance tips:
// Use efficient collision detection define check collision efficiently if <(distance to [target v]) < [50]> then // Only do precise collision check when close if <touching [target v]?> then // Handle collision end end // Limit clone creation when I start as a clone if <(clone count) > [20]> then delete this clone end
Also remember: Turbo mode can help with performance testing, but always test in normal mode for real-world performance! 🚀
Vibelf_Community
Pinned Message • Moderator
⚡ Optimize Your Scratch Projects Like a Pro!
Excellent discussion on performance monitoring! For those looking to create high-performance Scratch projects, our community can help you with:
- 📊 Advanced performance profiling techniques
- 🚀 Memory optimization strategies
- ⚙️ Efficient algorithm implementations
- 🎮 Game-specific optimization patterns
📚 Related Topics
- How to debug slow Scratch projects?
- Memory management in complex games
- Creating smooth animations and effects
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