Well, no problem. :)
I overreacted a bit *g*

However...

I drawed a Triangle and a Quad, both untextured.
Then i turned off V-Sync in my driver settings and played a bit with
different SDL_Delay() settings.

With, without, 10 ms, 1ms, 0ms, ...
Then only SDL_Delay() each 5, 10, 20 frames etc...

(I know the note: Count on a delay granularity of at least 10 ms. Some
platforms have shorter clock ticks but this is the most common.) :)

Like i said, i got the best average FPS/CPU usage ratio
with one SDL_Delay(1) call each 5 frames.

If we/you want to use SDL_Framerate() as something like V-Sync, then it
may be better to use the
http://www.opengl.org/registry/specs/EXT/wgl_swap_control.txt extension.

Thats why i asked if the current game logic depends on the framerate.
(I can't imagine that, otherwise the game would slow-down and/or lab if
the machine don't get constant 60 fps)

- Kamaze


Giel van Schijndel schrieb:
> Kamaze schreef:
>> Giel van Schijndel schrieb:
>>   
>>> Erm, you do know that FPS means Frames Per Second right? It doesn't mean
>>> Frames Per minuteS. In fact FPS = Hz really.
>>>     
>> I'm not stupid.
>>   
> Sorry didn't mean to offend you. I only just found out what an OpenGL
> primitive meant. I previously assumed that you generated these FPS rates
> with Warzone which I now realize must be wrong (unless you've got an
> awsome super PC). Was just a reading error/misunderstanding on my part,
> I apologize for that.
> 
> 
> 
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