On Tue, 9 Nov 2010 14:29:23 +1000 David Seikel <onef...@gmail.com> said:

> On Tue, 9 Nov 2010 11:52:04 +0900 Carsten Haitzler (The Rasterman)
> <ras...@rasterman.com> wrote:
> 
> > stupid goal to "get more fps" just for such benchmarks. there is no
> > POINT going faster than the screen refresh. you lose frames. in real
> > life you want no MORe frames per second than the animator framereate
> > - regardless of "benchmarking". if you want a "benchmark mode" where
> > all this frame limiting stuff is dropped and it just spins and draws
> > as fast as it can - sure, but for an actual "use this in real life"
> > library you want it to simply respect the animator framerate and not
> > bypass it because someone has a benchmark bee in their bonnet.
> 
> Inversely, you do want the time taken to calculate each frame to be as
> small as possible, so that you have more time available for other

correct - but thats a separate matter. benchmarking (ie getting as high an fps
value as u can when running in a tight loop) is a way of doing this and seeing
it get better (fps goes up). but its a benchmarking thing - not a "runtime real
life use" thing. that effort to reduce time taken to produce a frame ends up
keeping more cpu for other things indeed.

> things.  Like the rest of the apps on a multitasking computer for
> instance, and definitely the rest of your own app.  But yes, more FPS
> than can actually be displayed by the frame rate of the monitor, or
> perceived by the human eye, is a waste.


-- 
------------- Codito, ergo sum - "I code, therefore I am" --------------
The Rasterman (Carsten Haitzler)    ras...@rasterman.com


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