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Examples clamped at 60fps?

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I've tried building and running the c++ version of example 5 on two different machines, and the FPS measurements with fraps and my own timing code both seems to max out at 60fps. As these are modern machines (and the cap is exactly 60fps) I can only assume there is some code artificially limiting the framerate, but I can't work out what it is. Anyone know?

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Hmm, my refresh rate _is_ set to 60hz, but I have other games that run at over 60fps (albeit pointlessly, I suppose).

edit: Seems swapbuffers can wait for vsync, depending on hardware, but can also be disabled on some windows systems (http://www.gamedev.net/community/forums/topic.asp?topic_id=360862)

Thanks :)

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Apparently I can also setup a profile for the app in my nVidia settings with the vsync off, which results in a rather funny 2500fps :)

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