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Is changing 60 FPS into 30 FPS affects time in coroutines?
Hello, I'm currently developing a game for Android but unfortunately since the graphics is a bit flashy, even after tons of optimizations I could not reach a stable 60 FPS in my mediocore phone. Usually ranges to around 40-50 FPS.
So I decided to lower the the target framerate to 30, but before I do that, I have to ask if lowering framerate affects the time and coroutines?
I think yield return new WaitForSeconds(4); would be the same. But how about yield return null ? If I use a loop like :
for (int i = 0; i < 60; i++) { yield return null; }
takes 1 second to complete? Or it is now takes 2 second to complete in 30 FPS?
Also another question, sorry : Is it worth lowering graphical effects for 60 FPS in mobile? Thanks in advance!
i think this article will put you in the right track coroutine and Framerate
Hey, thanks for the article. Now I'm sure that WaitForSeconds won't change if I set my game FPS to 30. From the thread you posted, maybe I'll lose 0.0X second in precision but it's not big deal.
But for (int i = 0; i < 60; i++) { yield return null; } would takes 2 seconds in 30 FPS then? If that's so I have to rework many of my scripts :(