Jump to content
  • Advertisement
Sign in to follow this  
godsenddeath

Low frame rate in empty loop

This topic is 3213 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

My app is only getting ~60 fps, even when I take all the rendering out of it. I thought it might be because I had a P4 processor, but I recently put in an E7500 ( 2.93Ghz x 2) and it didn't improve. All thats in my loop is clear(), and present() plus the FPS function. This is C++/directX. This seems really abnormal.

Share this post


Link to post
Share on other sites
Advertisement
the first step into solving slow down problems is to identify what part of your code is responsible. This can be measured easily with a good profiling tool.

And of course to get an answer you should paste your code here so we can see the problem as well and recommend solutions.

Share this post


Link to post
Share on other sites
You have vertical synchronization turned on. 60Hz is typical frequency of LCD monitors. Turn off vertical synchronization (or v-sync as it is sometimes called) from either graphics card settings utility or programmatically: see http://www.gamedev.net/community/forums/topic.asp?topic_id=317721 for the latter. Then measure FPS again.

Share this post


Link to post
Share on other sites
Make sure the PresentationInterval member of your D3DPRESENT_PARAMETERS struct passed to CreateDevice() is set to D3DPRESENT_INTERVAL_IMMEDIATE, not D3DPRESENT_INTERVAL_DEFAULT. Otherwise you'll be locked to the monitors refresh rate.

Share this post


Link to post
Share on other sites
ahh, thank you very much for the help, I figured that V-Sync wouldn't be affecting it since I wasn't rendering anything, but now I see that it limits the Present function.

Thanks again.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!