// This is in frames per 10 seconds, so we can have 1 decimal
uint32_t framesPerSecond = (uint32_t)(((float)RING_BUFFER_SIZE / (float)elapsedTime) * 10000.0);
uint32_t fpsIntegerPart = framesPerSecond / 10;
uint32_t fpsDecimalPart = framesPerSecond % 10;
// This is in frames per 10 seconds, so we can have 1 decimal
uint32_t framesPerSecond = (uint32_t)(((float)RING_BUFFER_SIZE / (float)elapsedTime) * 10000.0);
uint32_t fpsIntegerPart = framesPerSecond / 10;
uint32_t fpsDecimalPart = framesPerSecond % 10;