Not always going for the highest possible FPS.
So here's an interesting thing that someone on the Desktop Dungeons forums threw at me today: They asked us to limit our FPS so that the game would be less taxing on lower end systems. Specifically citing the way Solitaire on laptops drops to 0 FPS when it's not doing any animations.<br><br>That lobbed a spanner in my brain.<br><br>It's definitely an interesting concept, I mean, before that point I was super stoked that DD was cranking out a solid framerate (it tends to be locked to 30/60 in browsers) from Unity, given all the crazy event logic going on in the background (never make a roguelike). I was stoked with a couple of rendering tweaks that gave us another couple of hundred FPS in standalone mode by reducing draw calls dramatically, but now I'm inverting my thinking...<br><br>Well, not inverting entirely. I still want as little time spent per frame, obviously, but now I'm thinking how I can make the game stop running like a greased whippet when it's not actively animating something. Lower end machines are definitely in our target market for the game, but previously I'd just assumed that because the game wasn't being super hardcore 3D (we do a couple thousand polys per scene, it's not rocket-surgery for onboard graphics cards) we'd naturally be a good fit for lower spec hardware. Seems there more I can do.<br><br>Any ideas on how to make rendering more event/message based in Unity? And/or any other ideas that might make limiting framerate a positive thing? I'm wondering if there might be gameplay relevance to framerate limiting, sorta like how the slowdown from drawing hundreds of bullets in arcade shooters would tax their boards and give players extra time to plan their dodges - it started out as an unintended side effect and became a sort of bullet time that the designers would push for - some even built super-hard bosses that DIDN'T spam bullets so that you had to beat them at full speed. Hah!<br>