I think they missed the point... If FPS drops below 10, your game becomes almost unplayable. And yes, it would be nice to get some kind of idea under what conditions that may happen.
so here are some clues to try..
1 - during devolement, set syncrate to 0 or run in windowed mode
and measure FPS or time to update display... anything will work
2 - determine a way to measure how many textures are in use at any one time... Maybe count the number of individual models types in use and so forth.
3 - count polygons actually rendered. I think DB has a method for that.
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math stuff
A - Compare texture usage to 3D card rating. If using 50% capacity,
than a card of 1/2 size should be OK depending on polygons
B - If target computer has no card, DBPro might not work or may run at 1/2 to 1/3 speed.... This should still be OK, as I'm doing fine
on a PC running at 0.9Ghz without a 3Dcard. I do have slowdowns from time to time.
C - Compare CPU Speed
If you have a 3GH with 3D and run at about 200fps (windowed)
2GH with 3D expect about 100, without 50
1GH with 3D 50, without 25
assuming your 3D card is maxed out. If your card is at 1/2 capacity
then there would be a much less slowdown from one PC to another
Making a comparison fullscreen exclusive will be unreliable as the max refresh rate is locked to the monitor.
So, set your movement stuff based on the MAX speed and then test with FPS locked at "worst case PC" that you wish to support and see how it plays.
internet gaming group