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General / Re: Game Speed Consistency
« on: April 15, 2014, 11:07:27 am »
Yeah, that's right. Even though I never saw a driver with vsync disabled globally, your remark is valid.
But I'm not sure whether we are talking about frame drawing rate limit or game loop iteration limit?
It's always the right way to make your game loop independent of time, like the article "Fix your timestep" suggests.
Reducing your drawing rate is only sensible if you have the program running on a mobile device, to prevent cpu load. For this, you could use an easy sleep(1), but don't let it sleep for more time! The more time you let it sleep, the more lag can be induced. See for example http://gamedev.stackexchange.com/questions/18898/is-it-safe-to-use-sleep-in-game-loop-on-windows or http://gamedev.stackexchange.com/questions/62273/what-are-the-benefits-of-capping-frames-per-second-if-any
But I'm not sure whether we are talking about frame drawing rate limit or game loop iteration limit?
It's always the right way to make your game loop independent of time, like the article "Fix your timestep" suggests.
Reducing your drawing rate is only sensible if you have the program running on a mobile device, to prevent cpu load. For this, you could use an easy sleep(1), but don't let it sleep for more time! The more time you let it sleep, the more lag can be induced. See for example http://gamedev.stackexchange.com/questions/18898/is-it-safe-to-use-sleep-in-game-loop-on-windows or http://gamedev.stackexchange.com/questions/62273/what-are-the-benefits-of-capping-frames-per-second-if-any