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...
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