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Scratch's notable discrepancies in placements of delay blocks

THthatactualcoder101•Shared June 5, 2025
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just a cool little thing i noticed in regards to animations that go along the lines of forever{next costume}, putting small delays is pretty common practice. but when the delay is set to 0s, scratch behaves differently, especially in regards to where to delay block is placed. as long as other processes are not actively running, the placement of delay blocks in forever loops drastically changes the FPS of whatever the sprite with the loop is. it is a common myth that scratch runs in 30fps. barely, scratch actually runs slightly faster in about 31 or 32fps, at least from my observations. adding a [delay 0s] block after the [next costume] block didn't change much and only dropped the FPS to around 30fps, much akin to the common misconception. but, adding a [delay 0s] block BEFORE the [next costume] block halves the FPS to 15fps-16fps. but this doesn't show anything about how fast scratch can really run. it only shows how fast scratch can process and change costumes in a sprite. what about, just any information at all? so i did more digging. scratch actually works a lot faster than 30fps - when costumes and other processes aren't involved. scratch changed a variable almost 375000 times in a single second! that's nearly 12500 times faster than with costumes and other processes involved! BUT, adding in the [delay 0s] block dropped that rate to about 30-31 changes in a second, akin to the same 30fps mentioned earlier. i don't know what any of this means. i just sat down, said "it would be really cool if i made random scripts that mean nothing" and ran those scripts. yeah! unsure of origin of GIF; if anyone knows pls lmk

Project Details

Project ID1048933082
Search IndexUnindexed / NFE
CreatedJuly 22, 2024
Last ModifiedJune 6, 2025
SharedJune 5, 2025
CommentsAllowed