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recreation loop – Easy methods to take care of mismatch between fps and monitor refresh price?


Say I’ve a recreation working at some variety of frames per second on a 60 Hz monitor. I wish to show my frames appropriately within the sense that the in-game time distinction between two consecutive displayed frames stays fixed (e.g. 1/60 seconds). Now the allowed body charges are 30, 60, 120 and so forth., and an apparent answer can be to allow vsync. Nevertheless, with vsync enabled, the delta instances should not precise multiples of 1/60 seconds, which implies that I can not technically use them if I need the proper body sequence. As an alternative, I would want to make the code explicitly depending on the refresh price. Is that this even one thing to fret about, or ought to I simply belief that the delta instances are shut sufficient? What if I take advantage of uncapped fps and the fps is excessive sufficient, ought to I then fear about fluctuations in elapsed in-game instances between monitor refreshes?

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