Hello everyone, this is my first post on the forums!
I've currently designing a Game Engine in C#, using OpenTK. Note that; I'm ditching the 'GameWindow' methods, like load, update and render, and creating my own.
Because of this, I need to create a way to manage time in my engine (FPS, frames, delta etc). So far I've created a class, which can sort of handle time correctly.
Currently, if I run a game at 60fps, everything works fine. However, if I run it at 120fps, I only get around 111fps; (Note: I'm not rendering anything to the screen). Another funny thing is that I can set the fps to even higher, say 300fps and I get around 250.
I'm not sure why this is happening, maybe it's the inaccuracy of the Stopwatch class. Here is the update method of my game time class:
public void Update(float max_updates_per_second)
* watch: a System.Diagnostics.Stopwatch object
* CanProcess: Tells the game engine whether we're allowed to update and render then next frame
* wait_ticks = The amount of milliseconds needed to wait until we can render the next frame
float wait_ticks = SECOND / max_updates_per_second;
delta = watch.ElapsedMilliseconds - (float)lastTimeUpdatedFrames;
if (watch.ElapsedMilliseconds >= lastTimeUpdatedFrames + wait_ticks)
canProcess = true;
lastTimeUpdatedFrames = watch.ElapsedMilliseconds;
canProcess = false;
if (watch.ElapsedMilliseconds >= lastTimeUpdatedFPS + SECOND)
fps = frames;
frames = 0;
lastTimeUpdatedFPS = watch.ElapsedMilliseconds;
Any help on why my game time isn't accurate would be great!