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How to add FPS counter to your Scratch games

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GP

GamePerformance_Dev

Posted on January 24, 2024 • Intermediate

📊 Need help adding FPS counter to my game

I’m working on a game project and want to add an FPS (frames per second) counter to monitor performance and help with optimization. I’ve seen other games display FPS in the corner, and I think it would be really useful for my project.

I’m looking for:

  • A reliable method to calculate and display FPS
  • Ways to make the FPS counter accurate and responsive
  • Methods that won’t interfere with my game’s performance
  • Different approaches for different types of projects

Any help with implementing this would be awesome! 🎮

FP

FPS_Performance_Expert

Replied 1 hour later • ⭐ Best Answer

Great question @GamePerformance_Dev! FPS counters are essential for game optimization. Here are several proven methods to implement FPS tracking in Scratch:

📊 FPS Calculation Methods Overview

Here’s how different FPS calculation approaches work:

flowchart TD A[🎮 Game Loop Starts] --> B{Choose FPS Method} B -->|Timer Method| C[Reset Timer] B -->|Frame Counter| D[Initialize Frame Counter] B -->|High Precision| E[Use Days Since 2000] C --> F[Execute Game Logic] D --> G[Execute Game Logic] E --> H[Execute Game Logic] F --> I[Calculate: 1 / timer] G --> J[Count Frames per Second] H --> K[Precise Time Calculation] I --> L[Display FPS] J --> M[Display FPS] K --> N[Display FPS] L --> O[Reset Timer] M --> P[Reset Counter] N --> Q[Update Time Reference] O --> F P --> G Q --> H style A fill:#e1f5fe style I fill:#e8f5e8 style J fill:#fff3e0 style K fill:#f3e5f5 style L fill:#e8f5e8 style M fill:#e8f5e8 style N fill:#e8f5e8

⏱️ Method 1: Timer-Based FPS (Simple & Effective)

This is the most straightforward approach using Scratch’s built-in timer:

    // Basic timer-based FPS counter
when flag clicked
forever
set [FPS v] to ((1) / (timer))
reset timer
// Your game logic goes here
end

// Rounded version for better readability
when flag clicked
forever
set [FPS v] to (round ((1) / (timer)))
reset timer
// Your game logic goes here
end
  

🔢 Method 2: Frame Counter Method (More Stable)

This method counts frames over a full second for more stable readings:

    // Frame counting method - Script 1
when flag clicked
set [frame count v] to [0]
forever
change [frame count v] by [1]
// Your main game logic goes here
end

// Frame counting method - Script 2
when flag clicked
forever
wait [1] seconds
set [FPS v] to (frame count)
set [frame count v] to [0]
end
  

🎯 Method 3: High-Precision Method (Most Accurate)

For the most accurate FPS measurement, use the days since 2000 approach:

    // High-precision FPS counter
when flag clicked
set [previous time v] to (days since 2000)
forever
set [current time v] to (days since 2000)
set [frame time v] to ((current time) - (previous time))
set [FPS v] to (round ((1) / ((frame time) * [86400])))
set [previous time v] to (current time)

// Your game logic goes here
// (Important: include actual game code for accurate measurement)
end
  

🎨 Method 4: Visual FPS Display

Create a professional-looking FPS display:

    // FPS display sprite
when flag clicked
go to x: [200] y: [160]  // Top-right corner
forever
// Format FPS with color coding
if <(FPS) > [45]> then
set [color v] effect to [80]  // Green for good FPS
else
if <(FPS) > [25]> then
set [color v] effect to [30]  // Yellow for medium FPS
else
set [color v] effect to [0]   // Red for low FPS
end
end

say (join [FPS: ] (FPS))
end
  

⚡ Method 5: Performance-Optimized FPS Counter

For games where performance is critical, update FPS less frequently:

    // Optimized FPS counter (updates every 10 frames)
when flag clicked
set [frame counter v] to [0]
set [fps update timer v] to [0]
forever
change [frame counter v] by [1]
change [fps update timer v] by (timer)

if <(frame counter) = [10]> then
set [FPS v] to (round ((10) / (fps update timer)))
set [frame counter v] to [0]
set [fps update timer v] to [0]
end

reset timer
// Your game logic here
end
  

🚀 Advanced FPS Features

Enhance your FPS counter with these professional features:

Average FPS Calculation:

    // Calculate average FPS over time
when flag clicked
set [fps history v] to []
forever
// Calculate current FPS
set [current fps v] to (round ((1) / (timer)))
reset timer

// Add to history (keep last 60 readings)
add (current fps) to [fps history v]
if <(length of [fps history v]) > [60]> then
delete [1] of [fps history v]
end

// Calculate average
set [total fps v] to [0]
repeat (length of [fps history v])
change [total fps v] by (item (counter) of [fps history v])
end
set [average fps v] to (round ((total fps) / (length of [fps history v])))
end
  

FPS Warning System:

    // FPS performance warnings
when flag clicked
forever
if <(FPS) < [20]> then
broadcast [low fps warning v]
say [Performance Warning: Low FPS!] for [2] seconds
end

if <(FPS) < [10]> then
broadcast [critical fps warning v]
say [Critical: Very Low FPS!] for [3] seconds
end
end
  

💡 Pro Tips for Accurate FPS Measurement

  1. Include actual game logic: Empty loops will show artificially high FPS
  2. Position wisely: Place FPS calculation at the start or end of your main loop
  3. Use appropriate method: Timer method for simplicity, frame counter for stability
  4. Consider update frequency: Don’t update FPS display every frame if performance matters
  5. Test thoroughly: FPS can vary significantly between different parts of your game

Choose the method that best fits your project’s needs! The timer method is great for beginners, while the high-precision method is perfect for advanced optimization work. 🎮

GP

GamePerformance_Dev

Replied 45 minutes later

@FPS_Performance_Expert This is incredibly comprehensive! Thank you! 🎉

I implemented the timer-based method first and it works perfectly. The color-coded display is a great touch - now I can easily see when my game’s performance drops. Going to try the high-precision method next!

OT

OptimizationTutor_Alex

Replied 2 hours later

@GamePerformance_Dev Great choice on implementing FPS monitoring! Here’s a bonus tip:

For game optimization, also track these metrics alongside FPS:

  • Frame time: How long each frame takes to render
  • Sprite count: Number of active sprites
  • Clone count: Number of active clones
  • Script count: Number of running scripts

This gives you a complete picture of your game’s performance! 📊

VB

Vibelf_Community

Pinned Message • Moderator

🚀 Master Game Performance Optimization!

Excellent discussion on FPS implementation! For developers looking to create high-performance games, our community can help you implement:

  • ⚡ Advanced optimization techniques
  • 📊 Comprehensive performance monitoring
  • 🎮 Smooth 60 FPS gameplay systems
  • 🔧 Memory management strategies
  • 📈 Performance profiling tools

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