XNA and DirectX capping at 60 FPS

Started by
1 comment, last by theycallhimSeeD 16 years, 11 months ago
So I'm doing some general purpose GPU work (calculating PI on the GPU etc.). I am using XNA which uses DirectX. Using Fraps it appears that the frame rate is being capped at 60 fps. Also my timing data supports that claim. I remember seeing something about windows capping frame rates at 60 fps. Is there some way to work around that? Also do we know how the frame rate cap is applied?
Advertisement
This is just the VSync option, which is enabled by default. This is intended to make your game match your monitor's refresh rate, mainly to prevent 'tearing'. You can disable this in your derived game class constructor after the graphics object has been created by adding this line:

graphics.SynchronizeWithVerticalRetrace = false; 


In DirectX, this is set in the PresentParameters object, by setting the PresentationInterval to Immediate.
Rim van Wersch [ MDXInfo ] [ XNAInfo ] [ YouTube ] - Do yourself a favor and bookmark this excellent free online D3D/shader book!
Thanks for the help!

This topic is closed to new replies.

Advertisement