DXUTMainLoop Vs normal GameLoop
without any render between beginscene e endscene in 2 programs
DXUT main program goes 10 times faster(in fps) than the prog that use a
"while" message loop. it means i have to use DXUT?
Quote:Original post by Baf
without any render between beginscene e endscene in 2 programs
DXUT main program goes 10 times faster(in fps) than the prog that use a
"while" message loop. it means i have to use DXUT?
huh?
If you dont have buffer swapping to immediate in D3DPP then i spose yours could be going at 60 and DXUT one at 600.
ace
ace
Well buffer swapping is how DirectX swaps the back buffer with the front buffer and in DirectX there are several options. In Direct3d the scene is drawn to the back buffer then swapped with the front one, the front one is the one drawn to the screen. One of the swap options is Immediate mode. This means that Direct3D will swap the back buffer to the front as soon as possible. Another option is for Direct3D to wait for Vertical Sync with the monitor, which means the buffers wont be swapped until the monitor has refreshed. The result overall is that immediate swapping will produce a higher framerate if the app is running faster than the refresh of the monitor.
I figured that if the monitor was refreshing at 60FPS and you didnt have immediate swapping set then you might be restricted to this. Where as the DXUT might happen to be running at 600 FPS which happens to be 10x faster.
ace
I figured that if the monitor was refreshing at 60FPS and you didnt have immediate swapping set then you might be restricted to this. Where as the DXUT might happen to be running at 600 FPS which happens to be 10x faster.
ace
my blank window fps is 40 (without DXUT) if i add rendering it goes down to 20.
with immediate swapping of buckbuffer could it increse?
does DXUT use it?
vales (latin)
with immediate swapping of buckbuffer could it increse?
does DXUT use it?
vales (latin)
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