I am trying to completely unlimit the SFML framerate, so that as many frames will be displayed as possible. The reason for this is I want to loop through one section of code which calculates positions of objects in a physics simulation, and update the screen after perhaps 100 iterations.
I have done:
window.SetFramerateLimit(0);
window.UseVerticalSync(false);
The SFML documentation says this should set the frame rate to "infinity", but I still think it's stuck at about 60-ish...
Does anyone know how I can get more performance out of this?
Also once unlimited, I need to be able to do the equivalent of this in SFML, from SDL:
SDL.Delay(1000);
Is there a way of doing this? The SDL Delay is good because it frees CPU time for other processes. Any help would be greatly appreciated, especially as it's Christmas and you probably have better things to do! (I don't I'm a student.)