# An EnterFrame-Timer

**URL:** https://forum.kirupa.com/t/an-enterframe-timer/304436
**Category:** flash
**Created:** [February 8, 2010, 1:13am UTC](https://forum.kirupa.com/t/an-enterframe-timer/304436 "2010-02-08T01:13:26Z")
**Posts on this page:** 1
**Page:** 1

<div class="post-metadata">

### Author: ![Dragy](https://avatars.discourse-cdn.com/v4/letter/d/e79b87/32.png) [@Dragy](https://forum.kirupa.com/u/Dragy)
#### Post date: [February 8, 2010, 1:13am UTC](https://forum.kirupa.com/t/an-enterframe-timer/304436/1 "2010-02-08T01:13:26Z")

</div>

Hey guys :rider:

I’m in the final stages of a project, and I am in trouble for not having bigger tests on lower end computers. It’s a game, and frame rate may vary for low end computers on certain intensive parts. This creates a de-sync with the Timer class as it counts real seconds, unrelated to the fps.

The frame rate is 30. Bugs start to occur on anything \<20, specifics don’t matter, but I should have expected that. And now I should fix that.

What would you suggest? I could write an enterframe timer class (counts frames, won’t go desyncd). This means I’ll have many enterframes events (opposing many Timers right now) - is this significant, cpu-wise? How is it in comparison?  
The main reason I am concerned about it is because I couldn’t find anything on google about this. What do I miss?

Thoughts?  
Thanks!\*

Btw this occurred to me as I tried the application on my N900, didn’t really expect it to run properly but the device’s a beast and it did. Everything worked, slowly but worked, except the fact things got out of sync. \*
