New answers tagged frame-rate
GLES rendering has a CPU cost and a GPU cost. Rendering less often should reduce both of these. I don't believe the CPU meter can show you the GPU cost, and I'm not sure why it would indicate that your CPU usage is greater. Maybe the (presumably trivial) activity of the third thread is being exaggerated in the accounting? You can get a simple per-thread ...
The correct way is to skip that frame and wait until the model is ready. If you find that the model update is taking too long, causing frames to be skipped too often, it's a better solution to optimize that instead of overcomplicating the code trying to be smart on the view side. A popular alternative is to use frame interpolation in the view, but it's not ...
The lowest framerate you can get away with depends on the game. In chess, a still image is just fine until someone makes a move! In a fast-paced FPS, you'll typically want >30 frames per second. This comparison of an animation at 15, 30 and 60 frames/second should give you a rough idea, but it's best just to try it out -- every game is different.
Where's deltaMouse coming from? If the API you're using is giving you translation units like pixels or centimeters, you shouldn't scale by deltaTime. Moving your mouse 1 cm should rotate the camera by, say, 15 degrees, regardless of how many frames or how long it took to move that 1 cm.
Make sure never to have the Thread.sleep(). It takes time for a render to complete... That's why the FPS is lower than expected.
Delete the Thread.sleep() call (assuming you're on a desktop machine and have power to spare!). In general you never sleep in your game loop (except on Android, where there appears to be no other choice). The bad thing about Thread.sleep is it is unpredictable and may cause your game to give up exec time for longer than 16ms, which is the maximum time a ...
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