Just as a follow-up .. this is what I'm currently using to limit FPS
in my game .. although, note, it -is- `blocking' (events caught in-
between frames don't get processed immediately).. it's basically just
a busy-loop:

def sleeper( duration, dt ):
        if dt: duration -= abs( dt - duration )
        duration += pyglet.clock.time.clock()
        while True:
                if pyglet.clock.time.clock() >= duration: return

assuming you have `import pyglet`d .. and that it's called from within
a `schedule[_interval]()`d event (ie, _not_ `on_draw()`), with the
following syntax:

sleeper( 1.0 / FPS, dt )

On Sep 10, 3:29 am, 3TATUK <[EMAIL PROTECTED]> wrote:
> hmm... yeah, this looks really good indeed.  It's in-depth and
> precise.. The only thing I'd like to tag on as a comment to you and
> Alex when looking into implementing any of these changes is a way to
> make this non-blocking, and render-specific.. meaning... any events
> (mouse/keyboard) or other functions scheduled to happen in between the
> rendering of two frames should happen exactly then, instead of waiting
> for the frame to render. :) really nice work!
>
> On Sep 9, 8:09 pm, Elmo Trolla <[EMAIL PROTECTED]> wrote:
>
> >  > On Tue, Sep 9, 2008 at 1:27 AM, 3TATUK <[EMAIL PROTECTED]>
> > wrote:
> >  > > ...
> >  > > At this point it's kind of pre-mature optimization because pyglet
> > has
> >  > > serious FPS issues as it is.
> >  > > ( seehttp://code.google.com/p/pyglet/issues/detail?id=341)
>
> >  > Pyglet does not have serious FPS issues. set_fps_limit() is
> >  > deprecated.  If you want an almost constant FPS, write your own event
> >  > loop with blocking clock ticks.  Otherwise, schedule your animations
> >  > and be happy.
>
> >  > -Drew
>
> > Writing a good main-loop is not simple - mine took many days and is
> > still not perfect. I hoped pyglet will do this work for me, since
> > everything else seems really well thought out. Thanks :) But
> > considering main-loops - all examples that come with pyglet have some
> > issues (at least under windows. pyglet version 1.1.1 2224 2008-08-26).
>
> > Pyglet 1.1 has the new application event loop. Docs recommend using
>
> >   clock.schedule_interval(update, 1/60.0)
>
> > to get 60fps, and
>
> >   clock.schedule(update)
>
> > to get max fps. Neither works, as fps is not even near the desired
> > fps. Trying to use the deprecated
>
> >   pyglet.clock.set_fps_limit(60)
>
> > results in jumpy animations (if vsync is off) and too high cpu usage.
> > Now what..
>
> > I've created four test-programs, each one a slightly modified version
> > of the pyglet-1.1.1-docs.zip opengl.py example. WinMerge can be used
> > to quickly see the differences between these versions.
>
> >http://etm.blastnet.ee/var/list/opengl_clock_schedule.pyhttp://etm.bl...
>
> > And here are the results I got: (copy-pasted from the py files)
>
> > ----
>
> > opengl_clock_schedule.py
> > pyglet.clock.schedule(update)
>
> > #
> > # after startup                       :         64 fps       0% cpu
> > # while moving mouse inside the window:   143..149 fps,      3% cpu
> > # after window resize or move         : 3300..3500 fps, 60..70% cpu
> > (and stays this way)
> > #
> > # (core2duo e8200, nvidia 8800gt, xp sp2. 50% cpu means 100% of one
> > core)
> > #
> > # window.invalid = True has no effect on fps
>
> > ----
>
> > opengl_clock_schedule_interval.py
> > pyglet.clock.schedule_interval(update, ..)
>
> > #
> > # param : fps  cpu  cpu while mousemove  cpu after move or resize
> > #       :
> > # 1/30. : 21    0%           3%                  20..23%
> > # 1/60. : 32    0%           3%                  32..39%
> > # 1/100.: 64    0%           3%                  58..63%
> > # 1/200.: 64    0%           3%                  62..75%
> > #
> > # no change if i move the window, or move mouse inside the window.
> > #
>
> > ----
>
> > opengl_fps_limit.py
> > pyglet.clock.set_fps_limit(..)
>
> > #
> > # limit  :     fps         cpu
> > #        :
> > #     0  :  3400..3600   70..82%
> > #  1/30. :    29..60         14%
> > #  1/60. :    59..60         28%
> > # 1/100. :    99..102        44%
> > # 1/200. :   180..185        50%
> > # 1/400. :   126..130        50%
> > # 1/800. :   126..130        50%
> > #
> > # fps was NOT stable. even changing between 59..60 means jumpy
> > animations.
> > #
>
> > ----
>
> > opengl_custom.py
> > This has my own main-loop. Compare cpu usage.. And animations really
> > are as smooth without vsync as with (ok, some occasional tearing, but
> > absolutely no jumping).
>
> > #
> > # fps_dt :     fps         cpu
> > #        :
> > #     0. : 3400..3600    70..82%
> > #  1/60. :         60         0%
> > # 1/100. :        100         0%
> > # 1/200. :        200         0%
> > # 1/400. :        400     0..20%
> > # 1/800. :        800    50..76%
> > #
>
> > ----
>
> > Sadly I chose a bad example. Problems would've been much more visible
> > on a big rotating checkerboard. Well, until next time..
>
> > Some of the jumpiness can be traced back to
>
> >   pyglet.clock.tick()
>
> > returning too big values ~4 times per second (if the program runs at
> > 60fps), and too small values rest of the time. Using standard time
> > module
>
> >   dt = time.clock() - prev_clock
>
> > is much more precise.
>
> > I'll see if I can find something in pyglet source.
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