Delta Timing Issue with Step Processors

Blitz3D Forums/Blitz3D Programming/Delta Timing Issue with Step Processors

TartanTangerine (was Indiepath)(Posted 2005) [#1]
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.


jfk EO-11110(Posted 2005) [#2]
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"


TartanTangerine (was Indiepath)(Posted 2005) [#3]
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.


Viperfish(Posted 2005) [#4]
Ahhhh. I could never work out why my project is all jerky on my laptop. Thanks, Indie.