[SDL] Perfomance problem with SDL+OpenGL

cal at splitreflection.com cal at splitreflection.com
Sun Dec 3 16:12:07 PST 2006


"Simon Roby" <simon.roby at gmail.com> wrote:
> This is not a performance problem! Vertical retrace syncing (aka.
> vsync) prevents your program from updating the screen more often than > it is
refreshed on your display.
---

I've seen claims that pushing frame rate to hundreds of frames/second makes a game more responsive.  For a simplistic algorithm this can be the case.  But if the input processing properly accounts for the possability for a 'button' being pressed and released during a frame, 20-30 frames/second can be suprisingly responsive.  I agree that there's no point in a frame rate faster than vertical refresh.




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