FPS counter going nuts!
Hi!
I have an FPS counter based on the QueryPerformanceXXX() method.
The only problem is, when I run my program in full-screen or windowed, the counter goes nuts and displays the numbers all too fast! Even though I have set it to 2.1f it displays like a three-digit number.
I have disabled VSync. I render the numbers like this:
sprintf(buffer, "%2.1f", D3DGetFPS());
WhateverPrintFunc(buffer, X, Y, ...);
I can see I''m in between 3000-5000..
My question in essence; how to I slow it down so that you actually can READ the numbers!?
Thanks
/Sandman
Simply put, don''t try to update your fps every frame. Update it every few seconds - by taking the average number of frames over the elapsed time.
if( timeElapsedSinceLastUpdate > 3 seconds )
fps = totalFramesAccumulated/3.0
You can make the interval whatever you wish though.
Chris Z.
ZeroFX Interactive
if( timeElapsedSinceLastUpdate > 3 seconds )
fps = totalFramesAccumulated/3.0
You can make the interval whatever you wish though.
Chris Z.
ZeroFX Interactive
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