StOneDOes Posted February 22 Share Posted February 22 Has anybody else experienced frame lag when you have a framerate that is well above the refresh rate of your screen, with VSync disabled. I have old screens that have a 60hz refresh rate so I don't know what it would look like with VSync on, on a high refresh rate but for me it is way too slow on 60 VSync. I can get some video of this if needed but want to see if people have ideas first. Whats interesting is that this does not occur on every run, only sometimes. This is in release mode. Windows 10 AMD Ryzen 9 3900X AMD Radeon RX 6600 XT Quote Link to comment Share on other sites More sharing options...
Josh Posted February 22 Share Posted February 22 What is frame lag? 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...
StOneDOes Posted February 23 Author Share Posted February 23 Essentially the experience that you have when your current framerate is lower than the screen refresh rate. It makes the game feel jittery when moving the mouse for mouselook; such that its not smooth or seamless. Quote Link to comment Share on other sites More sharing options...
Josh Posted February 23 Share Posted February 23 Okay, so you are saying the main game loop feels like it is slowing down. You can check this like this: auto tm = Millisecs(); while (true) { auto newtime = Millisecs(); auto elapsed = newtime - tm; tm = newtime; window->SetText(elapsed); world->Update(); world->Render(framebuffer); } The number in the window titlebar should be 16-17 at all times. You can also check world->physicsstats.physicstime to see how long the physics thread is taking. Call world->RecordStats(true) to enable stats recording. 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...
StOneDOes Posted February 23 Author Share Posted February 23 So using that same test in my game loop gives me 16 or 17 as expected. The physics thread is giving me 0-1ms. The interesting thing about this issue that I just found, is that goes away after calling world->pause() and world->resume() Quote Link to comment Share on other sites More sharing options...
StOneDOes Posted February 23 Author Share Posted February 23 Right now I'm just checking to see if it has anything to do with this AMD adrenaline software garbage that pops up. I would much rather that be the problem than anything else. Quote Link to comment Share on other sites More sharing options...
Josh Posted February 23 Share Posted February 23 Also close your web browser. I have noticed just having a web browser open, even if it is minimized, gives me slightly inconsistent timing. 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...
Solution StOneDOes Posted February 23 Author Solution Share Posted February 23 Ok, so of course as usual after spending days investigating something myself, I post and then figure it out not long later ... Fow now Josh, I think we can put this down to AMD Adrenaline software. I'm unable to reproduce this after disabling the software. I'll mark this as solved but please give me a few days before locking this thread if you don't mind incase I can reproduce it again. Thanks for your help. 1 Quote Link to comment Share on other sites More sharing options...
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