I am trying to get the current FPS of my game, however I can only find methods that updates the FPS variable every second. E.g. https://github.com/CartBlanche/MonoGame-Samples/blob/master/Draw2D/FPSCounterComponent.cs and http://www.david-amador.com/2009/11/how-to-do-a-xna-fps-counter/
Is there a way to have a continuously updating FPS label?
Here's an FPS counter class I wrote a while ago. You should be able to just drop it in your code and use it as is..
public class FrameCounter
{
public FrameCounter()
{
}
public long TotalFrames { get; private set; }
public float TotalSeconds { get; private set; }
public float AverageFramesPerSecond { get; private set; }
public float CurrentFramesPerSecond { get; private set; }
public const int MAXIMUM_SAMPLES = 100;
private Queue<float> _sampleBuffer = new Queue<float>();
public override bool Update(float deltaTime)
{
CurrentFramesPerSecond = 1.0f / deltaTime;
_sampleBuffer.Enqueue(CurrentFramesPerSecond);
if (_sampleBuffer.Count > MAXIMUM_SAMPLES)
{
_sampleBuffer.Dequeue();
AverageFramesPerSecond = _sampleBuffer.Average(i => i);
}
else
{
AverageFramesPerSecond = CurrentFramesPerSecond;
}
TotalFrames++;
TotalSeconds += deltaTime;
return true;
}
}
All you need to do is create a member variable in your main Game class..
private FrameCounter _frameCounter = new FrameCounter();
And call the Update method in your Game's Draw method and draw the label however you like..
protected override void Draw(GameTime gameTime)
{
var deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;
_frameCounter.Update(deltaTime);
var fps = string.Format("FPS: {0}", _frameCounter.AverageFramesPerSecond);
_spriteBatch.DrawString(_spriteFont, fps, new Vector2(1, 1), Color.Black);
// other draw code here
}
Enjoy! :)
A simple method that updates every Draw() would be:
frameRate = 1 / gameTime.ElapsedGameTime.TotalSeconds;
You could also drop that in the Update() method to see how often that fires too, if you wanted.
If you want to slow down how fast it updates...
frameRate += (((1 / gameTime.ElapsedGameTime.TotalSeconds) - frameRate) * 0.1);
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