I'm currently working on a 2.5D shooter, and I didn't have any restrictions on the framerate, so it'd always churn out the maximum it could (85 fps in case of my 3D card). But now that I've added lots of effects and objects, it couldn't keep up this rate and would slow down.
Now I've locked the framerate to 50fps, and there are no problems. But obviously I want to make the framerate dependent on the system: a faster computer than mine might display 60 or 70 fps without problems, while slower computers might need a 30 fps option without slowing down the gameplay, just dropping frames.
Are there any good methods to find out what the maximum fps is on a certain system? So far I use a hardcoded fps setting, combined with an accelerator constant I use to keep all speeds in sync with the framerate. This works, but can I determine these values dynamically by measuring a host system's capabilities?
Now I've locked the framerate to 50fps, and there are no problems. But obviously I want to make the framerate dependent on the system: a faster computer than mine might display 60 or 70 fps without problems, while slower computers might need a 30 fps option without slowing down the gameplay, just dropping frames.
Are there any good methods to find out what the maximum fps is on a certain system? So far I use a hardcoded fps setting, combined with an accelerator constant I use to keep all speeds in sync with the framerate. This works, but can I determine these values dynamically by measuring a host system's capabilities?