In my previous test (see
https://en.sfml-dev.org/forums/index.php?topic=28998.0 I add simple fps counter:
stepTime = std::chrono::steady_clock::now();
duration = stepTime - startTime;
startTime = stepTime;
durationSec = duration.count();
++frames;
fpsDuration += duration;
if (fpsDuration > fpsUpdate)
{
fpsText.setString(std::to_string(static_cast<int>(frames/fpsDuration.count())));
fpsDuration = std::chrono::duration<long double>::zero();
frames = 0;
}
And this is setting of window:
sf::ContextSettings settings;
settings.antialiasingLevel = 2;
sf::RenderWindow window{{static_cast<int>(width),static_cast<int>(height)}, "SFLM app", sf::Style::Fullscreen, settings };
I get following FPS for these setting using release version with gcc
1. 1400-1500 fps/s
800x600 - antialiasing 2
sf::Style::Default
2. 260-280 fps/s
1920x1080 - antialiasing 2
sf::Style::Default
3. 400-420 fps/s
1920x1080 - antialiasing 0
sf::Style::Default
4. 190-200 fps/s
1920x1080 - antialiasing 8
sf::Style::Default
Is it normal to have such drop of FPS between these resolutions? I am little worried that 200 FPS means 5 ms per frame, with 60 FPS has max 16 ms per second, just this simple rendering is taking 1/3 of max. time available.
As right now application does almost nothing (see link), what would be FPS with scalling resolution up in larger monitors switching antialiasing on?
note: Intel(R) Core(TM) i5-8265U CPU @ 1.60GHz 1.80 GHz, Intel(R) UHD Graphics 620