On Sun, May 3, 2009 at 8:40 PM, Carsten Neubert <[email protected]> wrote:
>
> Hello! I recently started making a little game using Pyglet. I noticed
> that when I'm using a scheduled update interval of 1/60.0, everything
> feels slightly choppy even though the frame rate stays at maximum all
> the time (60 fps). When I use schedule() instead of schedule_interval
> (), however, everything is really smooth even though the frame rate
> appears to be the same.
>
> My thinking is this: the frame rate is ultimately limited by the
> refresh rate my monitor is set at (at least as long as vsync is on).
> When I schedule updates at a rate close to the refresh rate, I seem to
> somehow "miss" possible screen updates. What's worse, this happens at
> an uneven rate so it makes the movement look choppy. But the frame
> rate counter shows no indication of this.
>
> Is my theory correct? For now I solved the problem by setting the
> update interval slightly higher than my refresh rate. But I'm still
> not quite sure that I'm on the right track. Especially as some of the
> examples I saw (eg. Astraea) use an update interval of 60hz, which
> also happens to be the most commonly refresh rate nowadays.

Sounds about right to me.  If you're aiming for 60Hz, use schedule(),
not schedule_interval().  Certain Windows/hardware combinations also
exacerbate the problem by providing appallingly inprecise timing.

Alex.

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