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Low FPS mode

keturnketurn Posts: 2Member
edited September 2013 in Suggestions

There is no reason this needs to run at 30 FPS when particle effects are off, and there's enough text rendering and alpha compositing going on that it uses a fair bit of CPU.

I've got a function here I use to lower the FPS, but to be complete I think the FPS needs to be stored in the save data, or timers like pledgeT and researchT need to be stored in seconds instead of ticks.

var lowFPS = function (Game) {
var origFPS = Game.fps, newFPS = 4;
var ratio = newFPS / origFPS;
// FIXME: Resetting FPS mid-game may distort various counters, including including research
// and pledges.
Game.fps = newFPS;

Game.baseResearchTime = Math.round(Game.baseResearchTime * ratio);
Game.goldenCookie.delay = Math.round(Game.goldenCookie.delay * ratio);
Game.frenzy = Math.round(Game.frenzy.delay * ratio);
Game.clickFrenzy = Math.round(Game.clickFrenzy * ratio);"FPS lowered.");
Post edited by keturn on


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