Dreikblack Posted May 15 Share Posted May 15 Why was removed int maxframerate from World::Render()? Is there a new way to limit max fps now? Quote Link to comment Share on other sites More sharing options...
Josh Posted May 15 Share Posted May 15 I removed it because it did not work very well, and it's kind of a dumb feature. Vsync already does this. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Dreikblack Posted May 15 Author Share Posted May 15 It's not dumb. VSync does it only for Screen HZ which can be even 500 HZ and a lot of players turn VSync off and use fps limiters. Quote Link to comment Share on other sites More sharing options...
Josh Posted May 15 Share Posted May 15 How many people have a 500 hz monitor? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Dreikblack Posted May 15 Author Share Posted May 15 Does it matter? Option is an option. 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted May 15 Share Posted May 15 It does matter because I don't want to spend time on an edge case that has no benefit to most users. Technical debt kills software. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Dreikblack Posted May 15 Author Share Posted May 15 I did not noticed significant issues with current FPS limit implementation so it was already better than nothing. Beside 500 Hz 360 and 240 screens are also a thing. Also VSync adds an input lag which is crucial for action games, especially for multiplayer ones. Even for g-sync fps limiter needs to be to eliminate input lag (to make it lower by 3 then screen hz - 141 if 144 etc). 1 1 Quote Link to comment Share on other sites More sharing options...
ERK_Storyteller Posted May 20 Share Posted May 20 I have to agree with Dreikblack. FPS limiter is needed in the future, because too high FPS breaks the logic of scenes and unpredictably speeds up the operation of physical objects. This is not critical only for very small games; for more or less large games this feature is required. And maybe it was 'dumb' in Leadwerks as techincal realization, but it works very well. 1 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted May 31 Share Posted May 31 This parameter has been restored. 3 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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