FPS problem...
I''m not sure if this has been asked before I checked but I couldn''t find anything, so here goes... I''m having a problem with my opengl engine the frame rates are really jumpy. Meaning that my engine only runs at frame rates: 25, 33, 50, 66, 75, 100 etc. But the part that confuses me is that it only started doing this after I formated my hard drive. I didn''t change the hardware or the drivers, so I''m not sure what it could be. Any ideas? Thanks!
I'm don't know much but I can try to help... just email me at... Shadow_0f_Light@Yahoo.com(the '0' in 'Of' is a zero :P)
Disabled vsync
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"When I have a problem on an Nvidia, I assume that it is my fault. With anyone else''s drivers, I assume it is their fault" - John Carmack
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"When I have a problem on an Nvidia, I assume that it is my fault. With anyone else''s drivers, I assume it is their fault" - John Carmack
-----------------------"When I have a problem on an Nvidia, I assume that it is my fault. With anyone else's drivers, I assume it is their fault" - John Carmack
I''m not exactly suer how... what''s the command?
I'm don't know much but I can try to help... just email me at... Shadow_0f_Light@Yahoo.com(the '0' in 'Of' is a zero :P)
you have to use an extension.
check http://ftp.majik3d.org/open/dazzt/coopengl.txt
check http://ftp.majik3d.org/open/dazzt/coopengl.txt
you have to use an extension.
check http://ftp.majik3d.org/open/dazzt/coopengl.txt
check http://ftp.majik3d.org/open/dazzt/coopengl.txt
extension WGL_EXT_swap_hintor something like that
you can also diasbe it under "Display Properties" in windows CP
There are more worlds than the one that you hold in your hand...
you can also diasbe it under "Display Properties" in windows CP
There are more worlds than the one that you hold in your hand...
You should never let your fears become the boundaries of your dreams.
you will find the most reliable way to measure frame rate is to to count the number of frames that are draw each second.. as it sounds like your simply dividing 1000 by the ms length of the frame (which is not good, as accuracy of the counter can vary wildly - I think GetTickCounts accuracy is something like 20ms).
The method mentioned is extremly accurate at high fps, but only loses it's accuracy compared to the other method, when getting below, say, 5fps..
http://www.riptorn.8m.com
[edited by - RipTorn on April 5, 2002 4:40:41 AM]
The method mentioned is extremly accurate at high fps, but only loses it's accuracy compared to the other method, when getting below, say, 5fps..
http://www.riptorn.8m.com
[edited by - RipTorn on April 5, 2002 4:40:41 AM]
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