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And this video, we're going to take a look at frames per second.
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If we move back over to our game and we switch on our stats, you've actually got the FPS right here.
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So it's actually showing you in terms of graphics.
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How many frames per second you'll get.
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So if I press play at bear in mind in the game, I won't be able to interact with this item.
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So if I click and drag on it.
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Oh, actually, I can.
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Which is interesting, OK.
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And I'm getting roughly about 500 frames per second, 400, something like that.
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And that's because I'm running on the PC.
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Now, if I were to export this now, put it onto a mobile phone, it's going to run around 30 frames
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per second, maybe less on some phones.
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But I think there's hardly anything at the moment.
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So I should imagine it's going to get at least 30 frames per second.
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But by default, your phone actually limits your frames per second to 30.
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OK.
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There is a way to override that.
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We can have a target frame rate and get it to run faster than its default so we can get it to run about
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60 frames per second instead.
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I suppose the mobile phones try and limit it to about 30 frames per second.
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So it's not overloading the CPU or the graphics card.
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So it doesn't get to point.
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All right.
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And by going above that 60 feet per second, there is always, you know, the situation whereby the
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phone could get really hot.
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And he used to call itself down.
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So it starts to limit your frames per second.
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That's usually when you start to see that dip, when it goes down to like ten frames per second.
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Eight five two is simply because the phones to what it's trying to call itself down.
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So that's the reason why it's limiting that.
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But what we're going to do, we're going to go back into our main, you know, start we're actually
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going to set our own frames per second.
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So we're going to type application dart set.
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Oh, actually, no, sorry, it's not set its target frame rate.
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OK, and then I can make that equal sixty.
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You can actually set up to anything you want if you want.
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It's a thousand frames per second.
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You can do that.
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I probably would never try that with mobile, to be honest.
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If you try and get it to run around the thousand frames per second.
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It's pretty good chance it's going to heat up and just instantly kill your frames per second and down
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one or two, almost immediately, 60 frames per second is achievable.
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Most mobile devices.
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So if I press save now and then.
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Switch my stats back on and press play.
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You will notice these should now come out at about 60.
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There we go.
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Fifty nine.
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It's getting as close as it can to 60.
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It's not going above that.
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All right.
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And now I do have a script.
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If I go into assets and into the mobile game resources.
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We've got an FPS counter just going to drag this onto the canvas.
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This script came directly from the standard assets.
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And it's there in order to basically display your frames per second on screen.
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Now, I can go back to my simulator, and when I press play in the top left hand corner, you should
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see it now display new frames per second.
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It's got straight up to 60.
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And because this is running by script, it's actually more reliable than the stats element.
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It also means that when we're on mobile, we can display enough frames per second as we're playing through
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this.
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OK, but at the moment, you can see how Metzner constant 60 frames per second.
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All we're interested in is mobile, is that we stay above 30 frames per second, if possible.
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60 is going to help us to achieve that.
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