FPS / VSync Issue
I'm using the FrameworkTimer supplied by the DirectX SDK samples to get the elapsed time between my frames. I have VSync turned on which should give me around 60 fps, however, I'm only able to achieve around 30 - 40 fps. What could be causing this?
My render loop is as follows:
1) A framework update call
2) Updates FPS value
3) Updates my application
4) A framework render call
5) Prepares device
6) Renders my application
7) Finishes device
8) Loop
Is your PresentationInterval set to D3DPRESENT_INTERVAL_ONE?
If you've left it at D3DPRESENT_INTERVAL_DEFAULT then it is worth noting that it is only nearly equivalent to D3DPRESENT_INTERVAL_ONE.
MSDN Entry on D3DPRESENT
Regards,
ViLiO
If you've left it at D3DPRESENT_INTERVAL_DEFAULT then it is worth noting that it is only nearly equivalent to D3DPRESENT_INTERVAL_ONE.
MSDN Entry on D3DPRESENT
Quote:D3DPRESENT_INTERVAL_DEFAULT uses the default system timer resolution whereas the D3DPRESENT_INTERVAL_ONE calls timeBeginPeriod to enhance system timer resolution. This improves the quality of vertical sync, but consumes slightly more processing time. Both parameters attempt to synchronize vertically.
Regards,
ViLiO
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