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CodingJack
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Has anyone checked out Brimelow’s latest video? I found it very interesting since I had never experimented with this. After watching it, however, I don’t think I’ll be implementing it that often. For example, he talks about lowering the frame rate when nothing’s happening, but from my experience when nothing’s going on CPU usage is virtually non-existent. He also talks about Event.MOUSE_LEAVE, but this scares me. For example, if you have an animation running and the user heads toward the address bar and you’re animation suddenly starts running at 5 fps, they’re likely to notice and think somethings weird with your site.

Any thoughts?

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VF
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Any thoughts?

Yes, lowering the fps can be helpful rarely in some situations but not going to be a perfect solution.

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Semenov
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It can be very usefull, I just tested this method on my website and it works really cool.
CPU Usage with fps controling.

Without controlling fps it’s just straight line.

Brimelow knows well, that new idea is well forgotten old. :)

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tsafi
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Any thoughts?
It’s a very good idea but as your project get more complex you going to have your own personal memory problem with all the objects you have on the stage when you mess with the frame rate. Also CPU is a subjective matter, what will show on my CPU 20 % on other computers can show 100% since we don’t have as flashers a standard CPU measure, not to mention on complex OPP like matrix 3D atc` this method going to face some problem .

I start to use Tweensy as my main Tween engine from now on ,you have there this option (didn’t check Tweenlight ) Time based vs Frame based.

quote.

” When using frame based animations you can define how many seconds per frame are applied on each ENTER _FRAME. So if you wanted to match the FLA frame rate of 30FPS the SPF would be 1/30. Or if you wanted to double the frame rate this would be (1/30) multiplied by 2.”

But still I will go with this on simple App.

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Motionreactor
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Any thoughts?
It’s a very good idea but as your project get more complex you going to have your own personal memory problem with all the objects you have on the stage when you mess with the frame rate. Also CPU is a subjective matter, what will show on my CPU 20 % on other computers can show 100% since we don’t have as flashers a standard CPU measure, not to mention on complex OPP like matrix 3D atc` this method going to face some problem .

I start to use Tweensy as my main Tween engine from now on ,you have there this option (didn’t check Tweenlight ) Time based vs Frame based.

quote.

” When using frame based animations you can define how many seconds per frame are applied on each ENTER _FRAME. So if you wanted to match the FLA frame rate of 30FPS the SPF would be 1/30. Or if you wanted to double the frame rate this would be (1/30) multiplied by 2.”

But still I will go with this on simple App.

Time based is most definitely a more reliable solution across multiple CPU ’s… but really it depends on how critical the project is.

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x360c
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I think messing with framerate through EventListeners is dangerous either way, I’ll just still to a constant framerate.

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doru
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maybe adobe will make this dynamic framerate automatically in the future. Like how Brimelow point it out about the videos at some point in the tutorial.

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Motionreactor
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maybe adobe will make this dynamic framerate automatically in the future. Like how Brimelow point it out about the videos at some point in the tutorial.

In a sense, some of the dynamic processor management is already happening. Have you ever turned on ‘redraw regions’ in the flash player? You can see how flash dynamically only redraws regions which have changed.

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doru
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maybe adobe will make this dynamic framerate automatically in the future. Like how Brimelow point it out about the videos at some point in the tutorial.

In a sense, some of the dynamic processor management is already happening. Have you ever turned on ‘redraw regions’ in the flash player? You can see how flash dynamically only redraws regions which have changed.

:D Actually I did. :)

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