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  • “Play Now” via website vs. download & install

    - by Inside
    I've spent some time looking over the various threads here on GDSE and also on the regular Stackoverflow site, and while I saw a lot of posts and threads regarding various engines that could be used in game development, I haven't seen very much discussion regarding the various platforms that they can be used on. In particular, I'm talking about browser games vs. desktop games. I want to develop a simple 3D networked multiplayer game - roughly on the graphics level of Paper Mario and gameplay with roughly the same level of interaction as a hack & slash action/adventure game - and I'm having a hard time deciding what platform I want to target with it. I have some experience with using C++/Ogre3D and Python/Panda3D (and also some synchronized/networked programming), but I'm wondering if it's worth it to spend the extra time to learn another language and another engine/toolkit just so that the game can be played in a browser window (I'm looking at jMonkeyEngine right now). Is it worth it to go with engines that are less-mature, have less documentation, have fewer features, and smaller communities* just so that a (possibly?) larger audience can be reached? Does it make sense to even go with a web-environment for the kind of game that I want to make? Does anyone have any experiences with decisions like this? (* With the exception of Flash-based engines it seems like most of the other approaches have downsides when compared to what is available for desktop-based environments. I'd go with Flash, but I'm worried that Flash's 3D capabilities aren't mature enough right now to do what I want easily. There's also Unity3D, but I'm not sure how I feel about that at all. It seems highly polished, but requires a plugin to be downloaded for the game to be played -- at that rate I might as well have players download my game.) For simple & short games the Newgrounds approach (go to the site, click "play now", instant gratification) seems to work well. What about for more complex games? Is there a point where the complexity of a game is enough for people to say "OK, I'm going to download and play that"?

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  • La fondation Mozilla s'attaque aux critiques de Microsoft contre WebGL et estime que Silverlight 5 s'expose aux mêmes risques

    Mozilla s'attaque aux critiques de Microsoft contre WebGL Et estime que Silverlight s'expose aux mêmes risques Mise à jour du 20/06/2011 Mozilla réagit à la polémique produite par la récente déclaration assassine de Microsoft contre WebGL, le standard Web de production de graphiques 3D accélérée par la carte graphique. Mike Shaver, vice-président de la stratégie technique de la fondation, rejette en bloc les critiques de Microsoft en raison desquelles l'entreprise annonce n'avoir aucune intention d'implémenter WebGL sur Internet Explorer (lire ci-devant pour plus de détails sur l'annonce de Microsoft) Pour...

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  • Game development: “Play Now” via website vs. download & install

    - by Inside
    Heyo, I've spent some time looking over the various threads here on gamedev and also on the regular stackoverflow and while I saw a lot of posts and threads regarding various engines that could be used in game development, I haven't seen very much discussion regarding the various platforms that they can be used on. In particular, I'm talking about browser games vs. desktop games. I want to develop a simple 3D networked multiplayer game - roughly on the graphics level of Paper Mario and gameplay with roughly the same level of interaction as a hack & slash action/adventure game - and I'm having a hard time deciding what platform I want to target with it. I have some experience with using C++/Ogre3D and Python/Panda3D (and also some synchronized/networked programming), but I'm wondering if it's worth it to spend the extra time to learn another language and another engine/toolkit just so that the game can be played in a browser window (I'm looking at jMonkeyEngine right now). For simple & short games the newgrounds approach (go to the site, click "play now", instant gratification) seems to work well. What about for more complex games? Is there a point where the complexity of a game is enough for people to say "ok, I'm going to download and play that"? Is it worth it to go with engines that are less-mature, have less documentation, have fewer features, and smaller communities* just so that a (possibly?) larger audience can be reached? Does it make sense to even go with a web-environment for the kind of game that I want to make? Does anyone have any experiences with decisions like this? Thanks! (* With the exception of flash-based engines it seems like most of the other approaches have these downsides when compared to what is available for desktop-based environments. I'd go with flash, but I'm worried that flash's 3D capabilities aren't mature enough right now to do what I want easily. There's also Unity3D, but I'm not sure how I feel about that at all. It seems highly polished, but requires a plugin to be downloaded for the game to be played -- at that rate I might as well have players download my game.)

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  • Grab your popcorn and watch the latest AutoVue Movie. Now available on YouTube!

    - by [email protected]
    Just released is: Oracle's AutoVue Visualization Solutions and Primavera P6 integration Movie Watch it now (9:24). This is sure to be a box office sensation. And if you have time for a double, triple or even quadruple feature don't forget these other AutoVue movies available on YouTube: AutoVue Work Online and Offline movie Watch it now (5:01). AutoVue 3D Walkthrough movie Watch it now (6:01). AutoVue 2D Compare Movie Watch it now (4:14). Enjoy the movies.

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  • Compte-rendu Android LiveCode #5 : créer un jeu Android en 1 h avec Project Anarchy

    Bonjour,J'ai eu l'occasion d'assister à la LiveCode Android #5 à Paris, dans l'école d'art digital Isart, pour laquelle Stuart Johnson, développeur chez Havok, avait été invité. Au cours de celle-ci, il a utilisé Project Anarchy pour réaliser un prototype de jeu 3D Android en une heure.Voici donc le compte-rendu de la séance et la page vidéo associée.Durant cette séance, Stuart Johnson nous explique ce qu'est Project Anarchy et nous montre étape par étape comment créer un prototype de jeu en une...

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  • I am looking for an graduation project idea for bacelor of computer engineering [closed]

    - by project idea
    I am interested in computer graphics and I have developed many hobby projects, mostly 2D and 3D games/scenes in directX and openGL, But for a grad project, proffesors wont allow games. I browsed many similar questions here and I am convinced project should be something I am really interested in as I will give considerable time to it. But apart from games I am not able to decide on the topic. I am also open to ideas on social apps and android.

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  • Congratulations to the 2012 Oracle Spatial Award Winners!

    - by Mandy Ho
    I just returned from the 2012 Location Intelligence and Oracle Spatial User conference in Washington, DC, held by Directions Magazine. It was a great conference with presentations from across the country and globe, networking with Oracle Spatial users and meeting new customers and partners. As part of the yearly event, Oracle recognizes special customers and partners for their contributions to advancing mainstream solutions using geospatial technology. This was the 8th year that Oracle has recognized innovative, industry leaders.   The awards were given in three categories: Education/Research, Innovator and Partnership. Here's a little on each of the award winners. Education and Research Award Winner: Technical University of Berlin The Institute for Geodesy and Geoinformation Science of the Technical University of Berlin (TU Berlin) was selected for its leading research work in mapping of urban and regional space onto virtual 3D-city and landscape models, and use of Oracle Spatial, including 3D Vector and Georaster type support, as the data management platform. Innovator Award Winner:  Istanbul Metropolitan Municipality Istanbul is the 3rd largest metropolitan area in Europe. One of their greatest challenges is organizing efficient public transportation for citizens and visitors. There are 15 types of transportations organized by 8 different agencies. To solve this problem, the Directorate of GIS of Istanbul Metropolitan Municipality has created a multi-model itinerary system to help citizens in their decision process for using public transport or their private cars. They choose to use Oracle Spatial Network Model as the solution in our system together with Java and SOAP web services.  Partnership Award Winners: CSoft Group and OSCARS. The Partnership award is given to the ISV or integrator who have demonstrated outstanding achievements in partnering with Oracle on the development side, in taking solutions to market.  CSoft Group- the largest Russion integrator and consultancy provider in CAD and GIS. CSoft was selected by the Oracle Spatial product development organization for the key role in delivering geospatial solutions based on Oracle Database and Fusion Middleware to the Russian market. OSCARS - Provides consulting/training in France, Belgium and Luxembourg. With only 3 full time staff, they have achieved significant success with leading edge customer implementations leveraging the latest Oracle Spatial/MapViewer technologies, and delivering training throughout Europe.  Finally, we also awarded two Special Recognition awards for two partners that helped contribute to the Oracle Partner Network Spatial Specialization. These two partners provided insight and technical expertise from a partner perspective to help launch the new certification program for Oracle Spatial Technologies. Award Winners: ThinkHuddle and OSCARS  For more pictures on the conference and the awards, visit our facebook page: http://www.facebook.com/OracleDatabase

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  • Rotate model using quaternion

    - by ChocoMan
    Currently I have this to rotate my 3D model that rotates on it's local axis independent from the world's axis: // Rotate model with Right Thumbstick modelRotation -= pController.ThumbSticks.Right.X * mRotSpeed; // float value What I'm trying to do is rotate the model using quaternion and not by a matrix. I've searched for tutorials, but have found none that explains thoroughly on how to achieve this. Does anyone know how to I can use quaternions to rotate my model or a complete tutorial?

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  • Creating predefinied camera views - How do I move the camera to make sense while using Controller?

    - by Deukalion
    I'm trying to understand 3D but the one thing I can't seem to understand is the Camera. Right now I'm rendering four 3D Cubes with textures and I set the Project Matrix: public BasicCamera3D(float fieldOfView, float aspectRatio, float clipStart, float clipEnd, Vector3 cameraPosition, Vector3 cameraLookAt) { projection_fieldOfView = MathHelper.ToRadians(fieldOfView); projection_aspectRatio = aspectRatio; projection_clipstart = clipStart; projection_clipend = clipEnd; matrix_projection = Matrix.CreatePerspectiveFieldOfView(projection_fieldOfView, aspectRatio, clipStart, clipEnd); view_cameraposition = cameraPosition; view_cameralookat = cameraLookAt; matrix_view = Matrix.CreateLookAt(cameraPosition, cameraLookAt, Vector3.Up); } BasicCamera3D gameCamera = new BasicCamera3D(45f, GraphicsDevice.Viewport.AspectRatio, 1.0f, 1000f, new Vector3(0, 0, 8), new Vector3(0, 0, 0)); This creates a sort of "Top-Down" camera, with 8 (still don't get the unit type here - it's not pixels I guess?) But, if I try to position the camera at the side to make "Side-View" or "Reverse Side View" camera, the camera is rotating to much until it's turned around it a couple of times. I render the boxes at: new Vector3(-1, 0, 0) new Vector3(0, 0, 0) new Vector3(1, 0, 0) new Vector3(1, 0, 1) and with the Top-Down camera it shows good, but I don't get how I can make the camera show the side or 45 degrees from top (Like 3rd person action games) because the logic doesn't make sense. Also, since every object you render needs a new BasicEffect with a new projection/view/world - can you still use the "same" camera always so you don't have to create a new View/Matrix and such for each object. It's seems weird. If someone could help me get the camera to navigate around my objects "naturally" so I can be able to set a few predtermined views to choose from it would be really helpful. Are there some sort of algorithm to calculate the view for this and perhaps not simply one value? Examples: Top-Down-View: I have an object at 0, 0, 0 when I turn the right stick on the Xbox 360 Controller it should rotate around that object kind of, not flip and turn upside down, disappear and then magically appear as a tiny dot somewhere I have no clue where it is like it feels like it does now. Side-View: I have an object at 0, 0, 0 when I rotate to sides or up and down, the camera should be able to show a little more of the periphery to each side (depending on which you look at), and the same while moving up or down.

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  • Day 3 - XNA: Hacking around with images

    - by dapostolov
    Yay! Today I'm going to get into some code! My mind has been on this all day! I find it amusing how I practice, daily, to be "in the moment" or "present" and the excitement and anticipation of this project seems to snatch it away from me frequently. WELL!!! (Shakes Excitedly) Let's do this =)! Let's code! For these next few days it is my intention to better understand image rendering using XNA; after said prototypes are complete I should (fingers crossed) be able to dive into my game code using the design document I hammered out the other night. On a personal note, I think the toughest thing right now is finding the time to do this project. Each night, after my little ones go to bed I can only really afford a couple hours of work on this project. However, I hope to utilise this time as best as I can because this is the first time in a while I've found a project that I've been passionate about. A friend recently asked me if I intend to go 3D or extend the game design. Yes. For now I'm keeping it simple. Lastly, just as a note, as I was doing some further research into image rendering this morning I came across some other XNA content and lessons learned. I believe this content could have probably been posted in the first couple of posts, however, I will share the new content as I learn it at the end of each day. Maybe I'll take some time later to fix the posts but for now Installation and Deployment - Lessons Learned I had installed the XNA studio  (Day 1) and the site instructions were pretty easy to follow. However, I had a small difficulty with my development environment. You see, I run a virtual desktop development environment. Even though I was able to code and compile all the tutorials the game failed to run...because I lacked a 3D capable card; it was not detected on the virtual box... First Lesson: The XNA runtime needs to "see" the 3D card! No sweat, Il copied the files over to my parent box and executed the program. ERROR. Hmm... Second Lesson (which I should have probably known but I let the excitement get the better of me): you need the XNA runtime on the client PC to run the game, oh, and don't forget the .Net Runtime! Sprite, it ain't just a Soft Drink... With these prototypes I intend to understand and perform the following tasks. learn game development terminology how to place and position (rotate) a static image on the screen how to layer static images on the screen understand image scaling can we reuse images? understand how framerate is handled in XNA how to display text , basic shapes, and colors on the screen how to interact with an image (collision of user input?) how to animate an image and understand basic animation techniques how to detect colliding images or screen edges how to manipulate the image, lets say colors, stretching how to focus on a segment of an image...like only displaying a frame on a film reel what's the best way to manage images (compression, storage, location, prevent artwork theft, etc.) Well, let's start with this "prototype" task list for now...Today, let's get an image on the screen and maybe I can mark a few of the tasks as completed... C# Prototype1 New Visual Studio Project Select the XNA Game Studio 3.1 Project Type Select the Windows Game 3.1 Template Type Prototype1 in the Name textbox provided Press OK. At this point code has auto-magically been created. Feel free to press the F5 key to run your first XNA program. You should have a blue screen infront of you. Without getting into the nitty gritty right, the code that was generated basically creates some basic code to clear the window content with the lovely CornFlowerBlue color. Something to notice, when you move your mouse into the window...nothing. ooooo spoooky. Let's put an image on that screen! Step A - Get an Image into the solution Under "Content" in your Solution Explorer, right click and add a new folder and name it "Sprites". Copy a small image in there; I copied a "Royalty Free" wizard hat from a quick google search and named it wizards_hat.jpg (rightfully so!) Step B - Add the sprite and position fields Now, open/edit  Game1.cs Locate the following line:  SpriteBatch spriteBatch; Under this line type the following:         SpriteBatch spriteBatch; // the line you are looking for...         Texture2D sprite;         Vector2 position; Step C - Load the image asset Locate the "Load Content" Method and duplicate the following:             protected override void LoadContent()         {             spriteBatch = new SpriteBatch(GraphicsDevice);             // your image name goes here...             sprite = Content.Load<Texture2D>("Sprites\\wizards_hat");             position = new Vector2(200, 100);             base.LoadContent();         } Step D - Draw the image Locate the "Draw" Method and duplicate the following:        protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             spriteBatch.Draw(sprite, position, Color.White);             spriteBatch.End();             base.Draw(gameTime);         }  Step E - Compile and Run Engage! (F5) - Debug! Your image should now display on a cornflowerblue window about 200 pixels from the left and 100 pixels from the top. Awesome! =) Pretty cool how we only coded a few lines to display an image, but believe me, there is plenty going on behind the scenes. However, for now, I'm going to call it a night here. Blogging all this progress certainly takes time... However, tomorrow night I'm going to detail what we just did, plus start checking off points on that list! I'm wondering right now if I should add pictures / code to this post...let me know if you want them =) Best Regards, D.

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  • Shadow mapping: what is the light looking at?

    - by PgrAm
    I'm all set to set up shadow mapping in my 3d engine but there is one thing I am struggling to understand. The scene needs to be rendered from the light's point of view so I simply first move my camera to the light's position but then I need to find out which direction the light is looking. Since its a point light its not shining in any particular direction. How do I figure out what the orientation for the light point of view is?

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  • How can I implement 2D cel shading in XNA?

    - by Artii
    So I was just wondering on how to give a scene I am rendering a hand drawn look (like say Crayon Physics). I don't really want to preprocess the sprites and was thinking of using a shader. Cel shading supplies the effect I want to achieve, but I am only aware of the 3D instances for it. So I wanted to ask if anyone knew a way to get this effect in 2D, or if cel shading would work just as fine on 2D scenes?

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  • Using the MSChart ActiveX Control with VB.NET

    The MSChart control is an ActiveX control that lets you to add charting capabilities to your applications. We can create 2D or 3D charts in different styles. It will support almost all type of chart like Line Chart, Bar Chart, Pie Chart, Step, Combination, XY (Scatter) etc  read moreBy Anoop SDid you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Strange rendering in XNA/Monogame

    - by Gerhman
    I am trying to render G-Code generated for a 3d-printer as the printed product by reading the file as line segments and the drawing cylinders with the diameter of the filament around the segment. I think I have managed to do this part right because the vertex I am sending to the graphics device appear to have been processed correctly. My problem I think lies somewhere in the rendering. What basically happens is that when I start rotating my model in the X or Y axis then it renders perfectly for half of the rotation but then for the other half it has this weird effect where you start seeing through the outer filament into some of the shapes inside. This effect is the strongest with X rotations though. Here is a picture of the part of the rotation that looks correct: And here is one that looks horrible: I am still quite new to XNA and/Monogame and 3d programming as a whole. I have no idea what could possibly be causing this and even less of an idea of what this type of behavior is called. I am guessing this has something to do with rendering so have added the code for that part: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); basicEffect.World = world; basicEffect.View = view; basicEffect.Projection = projection; basicEffect.VertexColorEnabled = true; basicEffect.EnableDefaultLighting(); GraphicsDevice.SetVertexBuffer(vertexBuffer); RasterizerState rasterizerState = new RasterizerState(); rasterizerState.CullMode = CullMode.CullClockwiseFace; rasterizerState.ScissorTestEnable = true; GraphicsDevice.RasterizerState = rasterizerState; foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, vertexBuffer.VertexCount); } base.Draw(gameTime); } I don't know if it could be because I am shading something that does not really have a texture. I am using this custom vertex declaration I found on some tutorial that allows me to store a vertex with a position, color and normal: public struct VertexPositionColorNormal { public Vector3 Position; public Color Color; public Vector3 Normal; public readonly static VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(sizeof(float) * 3, VertexElementFormat.Color, VertexElementUsage.Color, 0), new VertexElement(sizeof(float) * 3 + 4, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0) ); } If any of you have ever seen this type of thing please help. Also, if you think that the problem might lay somewhere else in my code then please just request what part you would like to see in the comments section.

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  • Tools for creating assets? [closed]

    - by Agent_9191
    There are similar questions about finding existing resources that are free for use (free sprites/images, music, sound), but I'm interested in creating the resources myself. What tools do you use for asset creation/modification? Please only put one tool per answer. Also try to include the following information: Product Name Link to website Type of assets is can create (2D images, 3D images, audio, etc) OS(s) supported Cost License (if free/open source) General summary

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  • what tool should I use for drawing 2d OpenGL shapes?

    - by Kenny Winker
    I'm working on a very simple OpenGL ES 2.0 game, and I'm not sure what tool to use to create the vertex data I need. My first thought was adobe illustrator, but I can't seem to google up any info on how to convert an .ai file to vertices. I'm only going to be using very simple 2d shapes so I wonder if I need to use a 3d modelling program? How is this typically done, when you are working with 2d non-sprite shapes?

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  • Is this masters course worth taking?

    - by dbomb101
    I've been spending the last couple of years developing 2D game in XNA but there are still alot of gaps in my knowledge especially in terms of 3D development and working in game development teams and I would like to eventually be able to develop more technically advanced games. I was thinking of taking the masters course linked below to help out with that. Do you think the course is worth it or should I simply continue self studying ? Course Details

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  • G-Summit

    - by user12652314
    Gamification picks up steam suddenly with meeting at Badgeville on Friday, gamification summit with Advanced UX in May, Erika's talk at G-Summit, Marta's presentation on mobile usability and gamifying enterprise communities at STC 2012. Nicole and I with a live 3D demo at Innovations in Online Learning, and the highlight launch of America's Cup for Java Kids Virtual Design Competition at the Immersive Education Summit in June with Oracle Academy and the Java team

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  • Is the STL efficient enough for mobile devices?

    - by mx2
    When it comes to mobile game development on iOS and Android NDK, some developers write their own C++ containers, while others claim that STL is more than adequate for mobile game development (For example, the author of iPhone 3D Programming uses STL rather than Objective-C in his examples. His defense is that STL is no slower than Objective-C). Then there are also mobile developers who abandon C++ entirely and develop games entirely (or mostly) in the C language (C89/C90). What are the benefits and drawbacks of each approach?

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  • Fedora 13 "Goddard" beta emphasizes automation

    <b>Desktop Linux.com:</b> "The Fedora project released a beta version of Fedora 13 (codenamed "Goddard"). The updated community Linux distribution is touted for features including automatic print-driver installation, the Btrfs filesystem, enhanced 3D driver support, revamped Python bindings, and the Zarafa groupware package, says the project."

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  • GDL Presents: All the Web's a Stage

    GDL Presents: All the Web's a Stage All the Web's a Stage: Building a 3D Space in the Browser Thursday, October 11 - 10:30AM PDT Meet the designers and creative team behind a new sensory Chrome experiment, Movi.Kanti.Revo, in a live, design-focused Q&A. Learn how Cirque du Soleil and Subatomic Systems worked to translate the wonder of Cirque into an environment built entirely with markup and CSS. Host: Pete LePage, Developer Advocate Guests: Gillian Ferrabee, Cirque du Soleil | Nicole McDonald, Director/Creative Director, Subatomic Systems From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Science & Technology

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  • Changing Ogre3D terrain lighting in real time

    - by lezebulon
    I'm looking at the Ogre 3D library and I'm browsing through some examples / tutorials. My question is about terrain. There are a few examples showing how great the terrain system is, but I think that the global illumination and shadows of the terrain have to be pre-computed, which kinda makes it impossible to integrate this with a day / night cycle. Is there a way to change the terrain light sources in real time? If so it is possible to do it and keep a decent FPS?

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