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Topics - aljowen

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Hi,
Enabling the frame rate limit in SFML is inaccurate, as I have found both via the wiki and my own testing (admittedly I have only checked under windows).

From my own testing I can see that it is only accurate to integer milliseconds. Which isn't ideal for the very reasons stated on the wiki. In my testing it sits at 67fps when set to 60fps, with accuracy getting entertainingly worse the higher the limit is set.
Since the above is similar to what the wiki suggests to expect (and that vsync works as expected), I am assuming I have things set up correctly on my end.

However, if that were the only issue, it probably wouldn't be so bad (for certain use cases). But enabling a framerate limit also seems to cause massive jumping issues for objects that should be moving at a fixed speed across the screen (or panning the camera etc). Its quite visually jarring.


So, obviously, a programmer can work around this by writing their own frame limiter. But that leaves me wondering:
 a) If the issue is windows specific, should there be some windows specific code built into the library to address the issue?
 b) If not, should the feature actually exist as part of the library?

To elaborate on "b)", is it really a useful feature to have, if it isn't crossplatform functional, is inaccurate, and could easily lead to bugs in sfml based software.



Hopefully this post doesn't come across too negatively, I really do enjoy working in SFML, it is a really excellent library. This is just one of those things that seems kinda odd to me.

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