Delta Timing Issue with Step Processors
Blitz3D Forums/Blitz3D Programming/Delta Timing Issue with Step Processors
| ||
Windowed Mode Only. Anyone got an issue with thier game running all "JERKY" on laptops with Step-timing processors? it works great with vsync on but awful when not and using delta timing. I've tried averageing deltatime over 10, 20, 50 and 100 frames and it's still a pig. Anyone have a suggestion? PS. I not interested in tweening. |
| ||
I think in windowed mode the OS is updating the desktop by its own rate, that may be Vsynced. If you do other rates combined with Flip, it may not be visible immediately and therefore look jerky. Windowed mode will always be some kind of compromise IMHO. I'd use Vsync (or a lower rate that may be vsync-able, eg. vsync*2) whenever possible. So you'd need to calculate the current Vsync rate at runtime (including a test if there if it's vsynced at all). vwait t1=millisecs() vwait t2=millisecs() if t2-t1<2 then print "No active Vsync Rate detected" |
| ||
Thanks jfk, I think I will set vsync enabled as the default. Thing is that this issue is only on laptops and not on desktops. |
| ||
Ahhhh. I could never work out why my project is all jerky on my laptop. Thanks, Indie. |