FPS is obviously just the number of frame changes per second, but I have no idea what UPS is and Google is returning nothing.
ps, this is a tutorial question, so I'm not just making up UPS :P
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Sign up to join this communityFPS is obviously just the number of frame changes per second, but I have no idea what UPS is and Google is returning nothing.
ps, this is a tutorial question, so I'm not just making up UPS :P
Updates per second could be how often the game world is updated, ie positions of the game objects, colisions etc. as opposed to how often the scene is rendered (FPS).
If you're referring to multiplayer games, "updates per second" is also known as the "tick rate" of the server, which determines how often it recalculates the game's state.
The server simulates the game in discrete time steps called ticks. [...] During each tick, the server processes incoming user commands, runs a physical simulation step, checks the game rules, and updates all object states. After simulating a tick, the server decides if any client needs a world update and takes a snapshot of the current world state if necessary. A higher tickrate increases the simulation precision, but also requires more CPU power and available bandwidth on both server and client.
— "Source Multiplayer Networking", Valve Developer Community Wiki
Even beyond multiplayer games, there is likely a discrepancy between the actual simulation and visual rendering.