• Advertisement
Sign in to follow this  

Stuttering Framerate

This topic is 2633 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

Hi,

Using XNA 4.0.

For my purposes, I need exactly one Update call for every Draw call. I also want the game to run at a maximum speed of 60Hz. I also want it to decrease as necessary. Currently, my attempt at doing most of this is:
this.IsFixedTimeStep = false;
this.TargetElapsedTime = new TimeSpan(0, 0, 0, 0, (int)Math.Round(1000.0f/60.0f));
In practice, I've found this works well enough. Usually.

When in a shader-heavy section of the game, the framerate appears fairly brisk, but then it stalls for a fraction of a second, throwing carefully timed events into a tizzy. This recurs, making the game unplayable. I don't understand this behavior. As far as I can tell, I'm not causing much garbage collection; the problem only seems to occur when running fragment-shader heavy code.

Help? Thanks,
-G

Share this post


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

  • Advertisement