| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 9 months |
| seen | Feb 6 at 18:04 | |
| stats | profile views | 2 |
|
Oct 13 |
awarded | Supporter |
|
Aug 5 |
comment |
Mitigating the noticability of a frame drop in XNA I like that way of checking for a garbage collection. Unfortunately it didn't tell me anything more, as it seemed to happen at the same time as my other garbage collection tester, which was still independent of a frame skip. I've also had very little luck getting the CLR profiler to work. It just shows 0 for all the memory information. I'll have to give it another try. IsRunningSlowly is also never set to true, with a fixed or unfixed timestep, so it really probably is a refresh rate problem. Is there really no great way to adapt or mask that when it happens? |
|
Aug 4 |
awarded | Editor |
|
Aug 4 |
revised |
Mitigating the noticability of a frame drop in XNA added 81 characters in body |
|
Aug 4 |
comment |
Mitigating the noticability of a frame drop in XNA I figured something like that would be the culprit. Unfortunately it does make a visible artifact, and I'm looking for a way to mitigate how noticeable that is. When dealing with physics I can actually use that little leftover time to blend the positions of the objects cleanly. That's a lot harder to do for monitor refreshes though. As for your edit, I would assume that would still cause a hiccup, because the 60hz fixed timestep would be out of phase with the ~60hz monitor refresh. |
|
Aug 4 |
awarded | Student |
|
Aug 4 |
asked | Mitigating the noticability of a frame drop in XNA |