[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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