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Fix Your Timestep

Started by August 28, 2017 09:10 PM
11 comments, last by Josheir 7 years, 2 months ago
1 hour ago, Josheir said:

Well it's interesting I think.  Both programs (mine and your sample) work smoothly.  I'm interested in why (more feedback from you.)  By running on the draw side you mean that their code for SFML drawing already uses interpolation?  Thanks also for those  great tips and the excellent code sample.

Have a super Labor Day weekend,

Josheir

 

Hello Josheir,

What I meant was that you're seeing smooth motion on your program because you're using interpolation in your code, otherwise you're running the render frames very close to your refresh rate. Video cards can lock applications to run in VSYNC so I don't have enough information to go on, but in most cases when you run any game loop with a variable frame rate not locked down, you will never get smooth motion unless you use interpolation, or extrapolation without locked rates.

If you toggle off all your interpolation code (only draw based on actual positions), run something like FRAPS so you can report back the FPS you're getting. It's extremely odd to get smooth motion unless something is capping your FPS close to your refresh rate.

Other methods people use to get smooth fps in their loops would be rendering at same rate as your refresh rate, example 60 FPS for 60 hertz, or just use VSYNC so it matches your monitor refresh.

SFML does not handle interpolation by default.

Have a great long weekend as well, let me know what FRAPS shows.

Programmer and 3D Artist

Just understood what you meant when I changed the ticks per second to 10.f on your sample!

Thank you so much,

Josheir

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