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0
votes
2answers
441 views

How to change from 60FPS to 30FPS while keeping things smooth?

Here is my current game loop: final int ticksPerSecond = 60; final int skipTicks = (1000 / ticksPerSecond); float dt = 1f/ticksPerSecond; while(System.currentTimeMillis() > nextGameTick ...
0
votes
0answers
142 views

Vsync and Gameloops

I was about to publish my app but I tested it on a cheap Android tablet. It's anew tablet, but a cheap / low spec one. The game runs, but is pretty choppy. I'm made a discovery that quite surprised ...
2
votes
0answers
441 views

Frequent stuttering, high FPS spikes with VSync option turned on in Unity standalone build

I'm experiencing an issue using Unity 4.3.2 and standalone builds. If I turn on VSync in the project's Quality settings, running the game at the native monitor resolution, I'll frequently get high ...
4
votes
3answers
834 views

How long does it take for OpenGL to actually update the screen?

I have a simple OpenGL test app in C which draws different things in response to key input. (Mesa 8.0.4, tried with Mesa-EGL and with GLFW, Ubuntu 12.04LTS on a PC with NVIDIA GTX650). The draws are ...
7
votes
1answer
184 views

How can I handle rendering on multiple monitors with differing refresh rates?

What's the best way to deal with a situation that may arise where a user has two or more monitors with different resolutions and vertical sync intervals? This would apply when a game has a fixed ...
0
votes
1answer
78 views

Why, after calling SetVideoMode as in the following, does nothing appear on my screen?

I am trying to create an application that will need to use double buffering (for purpose of vsync). I am using SDL.NET. From what I understood, in order to have double buffering, I have to ...
11
votes
5answers
1k views

What are the benefits of capping frames per second? (If any)

I am working on a simple game in OpenGL, using SDL for display initialization and input, and it appears in terms of timing I have two options available to me. Number one being just sleeping for the ...
2
votes
4answers
531 views

Should I worry about the refresh rate?

I'm working on an RTS and there is a lot of camera movement involved. The camera moves at a constant speed but it stutters (seems to jump/jerky movement) if I don't enable vsync. I understand why this ...
0
votes
1answer
330 views

Game only runs at 60fps in windowed mode with a 120hz monitor?

In fullscreen the game will run at 120fps fine, the correct refresh rate for the monitor, but in windowed mode it only runs at 60fps. If I disable VSync then it runs at thounsands of fps so it's not ...
2
votes
2answers
2k views

Does DirectX implement Triple Buffering?

As AnandTech put it best in this 2009 article: In render ahead, frames cannot be dropped. This means that when the queue is full, what is displayed can have a lot more lag. Microsoft doesn't ...
5
votes
3answers
717 views

DirectX9 thread lock problem with “present” and background loading new textures

Given: Selfmade 3D engine based on DirectX9 written in C++ Task: While render loop runs load additional textures in a background thread Current Implementation: - Create device with ...
3
votes
1answer
571 views

Weird stuttering with fixed-timestep, variable-framerate game loop

I've been trying to set up fixed-timestep loop for my game, using the technique from here. I have no need for the interpolation step as I intend to run the logic at or above vsync speed. Here is a ...
3
votes
3answers
369 views

How precise should timers in update loops be?

What is the suggestion of "enough precision" in a timer for a fixed game update loop? Currently I'm testing with this code, but it sometimes misses 1-2 updates @ 50hz. While at 30hz it seems to work ...
2
votes
1answer
286 views

Procedurally generating terrain in dead time before buffer swap

I'm using OpenGL/C++ in Windows, and my main loop looks like this: GLboolean done = GL_FALSE; auto_ptr l_world(new World); l_world->Init(); while (!done) { if ...
2
votes
2answers
719 views

Causes of screen tearing and vsync

Is there an explanation of whats going on from the software down to the hardware that explains tearing? One would think that the graphics card would just tell the LCD display to change whenever it ...
0
votes
3answers
658 views

How does a game's frame rate change for each missed vsync?

I seem to remember reading somewhere that a game's frame rate is halved each time it misses a vsync. In other words, the number of frames per second decreases to 1/2, 1/4, and 1/8 the normal rate for ...
2
votes
2answers
2k views

Why is OpenGL using 100% CPU shortly after start up when wglSwapIntervalEXT is enabled?

I have a game which uses SFML, which in turn uses OpenGL. When I run the game, it will use 100% CPU for (usually) about 24 seconds, and then immediately falls down to normal usage. I can't figure out ...
8
votes
1answer
5k views

VSync / real 30FPS on Android

I'm working on a game which can't run at Full speed on some devices. On Tegra2, with many optimizations, performance is near 40 fps. The framerate is stable but animations aren't smooth enough, so i ...
7
votes
2answers
5k views

How do I enable higher FPS in XNA 4.0?

I created a FpsCounter DrawableGameComponent (linked to code, it's longish). It works great: It displays 60.0 fps normally. If I artificially slow down the game loop, it drops. My 'game' at the ...
1
vote
0answers
285 views

GetRasterStatus usage in direct3d [closed]

I am interested if anyone has had used GetrasterStatus in direct3d application to control application vsync behaviour in high precision timing? What set of techniques are to be implemented to do the ...
3
votes
3answers
3k views

Non blocking Vsync in direct3d

I have direct3d application with a direct3d PRESENTATION_INTERVAL_ONE implementation. Pitty, its blocking and eating my CPU waiting for a Present. I ended up searching for Raster scan solutions, ...
3
votes
2answers
2k views

Disable V-sync in WebGL?

Normally my app runs at 60 fps, But when I add some simple models it decreases to 40fps. I think v-sync on, which is might be causing it to run slower. Is there any way to disable v-sync in WebGL? ...
0
votes
2answers
2k views

Fullscreen + Vsync = Stuttering

In my research for a stuttering problem in my game engine, I think, I have found the problem, but don't have any idea why this is happening, that's why I ask you if you have an idea ! The situation : ...