I’ll keep this in mind! Thankyou so much!
Glad that I could help! Have a amazing day.
Glad I could help with your game.
I’m sorry if anyone had a problem or concern with this. I just tried to help some people that needed a quick minute Fps Counter. I know this isn’t the best and I’ll sure make it better next time.
Still I wanna see AN EXAMPLE of a module using this.
Your FPS Counter is not that accurate. You could easily make it more accurate by using
task.wait(1) instead. I will come back with a better solution a little bit later when I have access to Studio.
Or you know, using actually reliable methods of counting fps?
There’s tons of posts that describe those more reliable methods. There’s even a official way of seeing your in-game fps that don’t rely on less reliable methods.
wait() isn’t as evil as all of those ““top devs”” say.
Thank You, This Really Helps Me! THANK YOU!
why over-complicate this instead of just using
Because it’s not the actual framerate. It’s instead the framerate for the physics solver (which is very inaccurate, and hence the word “physics” in the function name.)
No problem. Have a good day.
I’ll make a improved Fps Counter using that resource. Thankyou.
Theres actually a better way to do this. Thats way simpler. And more accurate:
local FPSGui = script.Parent while wait() do FPSGui.Text = "FPS: " .. math.floor(workspace:GetRealPhysicsFPS()) -- gets the fps, and removes the decimals. end
That function returns the speed of which the physics system is running at, this is not what is being outputted and processed by the gpu
the api reference summarises this function as
Returns the number of frames per second that physics is currently being simulated at.
Its for physics not graphical FPS.
This may help a lot of smal devs!
Don’t use wait, use task.wait.
Wow thanks so much bro! I’ll defo use this
What do you mean by this?
Like where do you put it?