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#Actualtonemgub

Posted 01 November 2013 - 01:42 AM

I wrote a lenghty post about doing this: http://www.gamedev.net/topic/647960-extreme-framerates/#entry5096093 .

 

I don't think it's very clear form that post what I did, but if you need help understanding what I did, please let me know.

 

You still have to use the winmm timeBeginPeriod API for it, though - otherwise, the frames will not be rendered exactly at the 60 FPS mark - they'll be renderd at somewhere around the 60 FPS marks (+/-15ms, because 15ms is the default system-timer resolution), but this wouldn't cause the average framerate to go down - it will still be 60FPS.


#2tonemgub

Posted 01 November 2013 - 01:41 AM

I wrote a lenghty post about doing this: http://www.gamedev.net/topic/647960-extreme-framerates/#entry5096093 .

 

I don't think it's very clear form that post what I did, but if you need more info understanding what I did, please let me know.

 

You still have to use the winmm timeBeginPeriod API for it, though - otherwise, the frames will not be rendered exactly at the 60 FPS mark - they'll be renderd at somewhere around the 60 FPS marks (+/-15ms, because 15ms is the default system-timer resolution), but this wouldn't cause the average framerate to go down - it will still be 60FPS.


#1tonemgub

Posted 01 November 2013 - 01:41 AM

I wrote a lenghty post about doing this: http://www.gamedev.net/topic/647960-extreme-framerates/#entry5096093 .

 

I don't think i's very clear form that post what I did, but if you need more info understanding what I did, please let me know.

 

You still have to use the winmm timeBeginPeriod API for it, though - otherwise, the frames will not be rendered exactly at the 60 FPS mark - they'll be renderd at somewhere around the 60 FPS marks (+/-15ms, because 15ms is the default system-timer resolution), but this wouldn't cause the average framerate to go down - it will still be 60FPS.


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