Thompson, David <[email protected]> writes: > Correct, the game loop doesn't stop because you're not moving > anything. Chickadee's game loop renders frames as often as possible. > If 100% of one CPU core is being used, the likely culprit is that > Chickadee was unable to sync it's drawing with the monitor's refresh > rate, which could cause it to pause a bit after rendering each frame. > Perhaps I could automatically factor in a small usleep call when vsync > is unavailable in order to avoid this situation.
That sounds important. In every game loop I wrote myself till now (only two or three) I had to add some small delay because otherwise people on laptops really notice this (though the real reason why I did it — as opposed to the reasoning after the fact — is that it just feels wrong to burn cycles without need). Adding a single 1 ms sleep in the game loop should never hurt, because even if someone has a 200Hz refresh rate (so you only have 5 ms to render), this sleep still only take up 20% of the time between frames. And it gives you some maneuvering mass if you find in the end that 10% performance are missing :-) Best wishes, Arne -- Unpolitisch sein heißt politisch sein ohne es zu merken
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