fpsmeter | Sexy , fast , and themable FPS meter | Frontend Framework library
kandi X-RAY | fpsmeter Summary
kandi X-RAY | fpsmeter Summary
Simple JavaScript library for sexy, fast, and themable FPS meter. It can measure:. FPSMeter uses performance.now() to more accurately measure rendering timing, with a fallback to +new Date().
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QUESTION
I noticed that my 3D engine runs very slow on AMD hardware. After some investigation the slow code boiled down to creating FBO with several attachments and writing to any nonzero attachment. In all tests I compared AMD performance with the same AMD GPU, but writing to unaffected GL_COLOR_ATTACHMENT0
, and with Nvidia hardware whose performance difference to my AMD device is well known.
Writing fragments to nonzero attachments is 2-3 times slower than expected.
This code is equivalent to how I create a framebuffer and measure performance in my test apps:
...ANSWER
Answered 2019-Dec-29 at 11:14The problem is fixed by AMD since (at least) December 2019 driver. The fix is confirmed by abovementioned test programs and our game engine FPS rate. See also this thread.
Dear AMD OpenGL driver team, thank you very much!
QUESTION
I developed a game in RPG Maker MV. This is a javascript frontend that allowed me to develop block/scratch programming which is then exported by the RPG Maker MV backend into an ANSI/UTF8 mixture of html5 / .js files. In other words, I know nothing about programming in javascript that would help me debug the issue as described now that the above is out of the way.
Simplest Description: How do I make this plugins.js file load once the .js files for my HTML5 app have been converted from ANSI to UTF8 BOM?
Issue: Once my app is packaged using either WinJS or Cordova in Visual Studio 2017 (latest version of everything) for UWP destination, a certain .js file (plugins.js I believe) is not being utilized (called?) making the app not run correctly in its packaged form. I narrowed this down by packaging the app without converting .js files to UTF8 for UWP, and it runs fine. Once I convert the .js files to UTF8 and package it again, the core of the RPG Maker MV game backend works, but the additional plugins I added to it are not working.
Everyone I talk to about this issue shies away from it because they don't know what RPG Maker MV is or how it works. I don't understand why, because it is still just Javascript and literally anyone besides me spending 10 minutes would get farther debugging simply because you know what you are doing and I don't. I am seeking to understand but I am on the ground floor and have not made much headway since May when I started debugging this.
I posted this on the RPG Maker MV forums, visual studio community, contacted RPG Maker MV support (they don't support UWP), and tried to find someone on codementor.io to help me. I also asked around at work where we have literally hundreds of software developers but this issue doesn't appeal to a wide audience.
If you can help me you would have the thanks of myself and at least 3 reviewers of my published, broken game on the windows store. You would be an iconic hero for the ages, just like the one in my game. Well, actually it's an ironic hero.
Please, how do I make this plugins.js file load once the .js files for my HTML5 app have been converted from ANSI to UTF8 BOM? // // main.js //
...ANSWER
Answered 2017-Oct-15 at 20:40Move all of your script includes except for your plugins.js into the header which will make them load first, then you could do your plugins.js in the body which would make it load later.
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Install fpsmeter
Production fpsmeter.min.js - 7KB, 3KB gzipped
Development fpsmeter.js - 18KB
http://darsain.github.io/fpsmeter/js/fpsmeter.min.js
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