I have a very sufficient way using Clock();
void CalcFPS( void )
{
nFrames += 1;
if(nFrames > 100)
{
// Get the current Time
storclock = storclock + clockint;
clockint = clock() - storclock;
fps = (float)nFrames/((float)clockint/CLOCKS_PER_SEC);
// Display the fps
nFrames = 0;
// Resets the timer
}
return;
}
It can be pretty whacky, but it works rather well.
Extreamly high framerate!!!!!!
quote:Original post by Ak37
What''s the problem with GetTickCount ??
I believe it is inaccurate... might be wrong on that.
I''m getting this data from the VC++ help thing, but the thing that makes GetTickCount suck is that it is only updated at fairly long intervals. (10-15milliseconds on WinNT, 55 on Win95) where a performance counter can be every 1/2 millisecond.
This means if you are doing movement distance scaled by the millisecond count between frames (which you should be ), you won''t have smooth movement, but jolts.. (although it will not be noticable).
This means if you are doing movement distance scaled by the millisecond count between frames (which you should be ), you won''t have smooth movement, but jolts.. (although it will not be noticable).
omg, 1000+ fps in fullscreen without lighting (around 800 with lighting)..
p2 400, GeForce2 GTS (Quadro2 pro software patch, shouldn''t matter in this case)
p2 400, GeForce2 GTS (Quadro2 pro software patch, shouldn''t matter in this case)
ya... I get bout 1050fps with/without lighting normal/lists dont matter it stays the same
1.7ghz
128mb ram
geforce 2 32mb
winxp rc1
1.7ghz
128mb ram
geforce 2 32mb
winxp rc1
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