What is the maximum FPS that you get in Orbiter?

What is the maximum FPS that you get in that scenario?


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It always makes me laugh when you get gamers bragging on about how they get 150fps when playing FPSs etc. The fact that they are running on a monitor that is set to 60/75Hz seems to entirely escape their tiny little minds.

That's funny, but is it really that simple? I imagine that if you have two refreshing mediums, there's no guarantee that these refreshes are synchronized. Consider an example of two games with different FPS running on one monitor, where the vertical bar is the refresh:

Monitor |.........|.........|.........|
..Game1 |.......|.......|.......|......
..Game2 |..|..|..|..|..|..|..|..|..|..|


Note how the first game's refresh rate makes the visible game state further diverges from what you see on the monitor, while in case of the 2nd game, many of the frames are indeed lost, but you can see quite a fresh frame on each monitor refresh. Does it make sense? I'm not sure myself, but I for sure can see the difference between 70 and 150 FPS.

Please don't think I'm bragging like that. Just happy here that Orbiter can run so smoothly, when I could never practically achieve 60FPS using the inline DX7 client.

My Launch MFD autopilot likes moar FPS. It runs smoother, because the preStep() is called more often :)
 
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Please don't think I'm bragging like that. Just happy here that Orbiter can run so smoothly, when I could never practically achieve 60FPS using the inline DX7 client. :tiphat:
No, I wasn't meaning this thread was about that (and in orbiter you can get massive differences in FPS by location - I normally get 40-60FPS during takeoff from the cape (lots of high-res textures and structures) then it goes up to about 300 in orbit and more in interstellar travel) - just that it reminded me of the days back when Quake 1/2/3 was popular and people did everything to get the highest framerates they could - even if their monitor's couldn't handle the extra framerate.
 
In the case of Orbiter, precision of calculations depends on the frame rate, so it's good to have much higher FPS than monitor's refresh rate (and lower simdt for each step).
 
In the case of Orbiter, precision of calculations depends on the frame rate, so it's good to have much higher FPS than monitor's refresh rate (and lower simdt for each step).
I was waiting for this to crop up. Lost accuracy is only a real problem at high time-warps. Accuracy at 1x speed is not an issue at 10FPS vs 100FPS. The errors are just too tiny (unless you're planning a 1-burn lunar mission)
 
1920x1080 monitor.
165 FPS regular.
220 FPS with overdrive.
No difference windowed or full screen (unless window is partially covered, then it's 35 FPS).

Isn't there a fixed time step option for Orbiter, effectively disconnecting it from real time?
 
Accuracy at 1x speed is not an issue at 10FPS vs 100FPS. The errors are just too tiny (unless you're planning a 1-burn lunar mission)
10x time compression with VSync turned on for 60 Hz monitor is like you had 6 FPS, 100x acceleration like 0.6 FPS. If you have 300 FPS, you can do your burns at 10x or even 100x time compression.

BTW, I voted that I don't care.
 
That's funny, but is it really that simple? I imagine that if you have two refreshing mediums, there's no guarantee that these refreshes are synchronized. Consider an example of two games with different FPS running on one monitor, where the vertical bar is the refresh:

Monitor |.........|.........|.........|
..Game1 |.......|.......|.......|......
..Game2 |..|..|..|..|..|..|..|..|..|..|

Note how the first game's refresh rate makes the visible game state further diverges from what you see on the monitor, while in case of the 2nd game, many of the frames are indeed lost, but you can see quite a fresh frame on each monitor refresh. Does it make sense? I'm not sure myself, but I for sure can see the difference between 70 and 150 FPS.
This is what vsync is for--if you're playing a game where you're consistently getting more fps than the refresh rate of your monitor, you should enable vsync for the smoothest experience.
 
I reached a maximum of 283-293 fps for over an hour.
 
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