On 2/22/07, Kamaze <[EMAIL PROTECTED]> wrote:
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
the mainloop is affected by this framerate,which means the it's more of a multi-world frequency than a simple display framerate... it wont make the game slower(gamespeed) if your pc doesnt reach the target framerate,but in a mp game your local copy will update gameloop less frequently due to this problem,makes me wonder if the multiplayer desync issues are not just netcode related... maybe it's worth looking into code to see why the mainloop takes so long to finish...will try to add a time counter to all update functions in mainloop to see which ones used the most cpu time...perhaps separating gameloop and renderer loop is a better approach,an abitrary server frame will definately help resolve the desync problem between pc with different speed...
_______________________________________________ Warzone-dev mailing list [email protected] https://mail.gna.org/listinfo/warzone-dev
