Sdl2 cap fps. Ideally, you draw at the native framerate of the display.
Sdl2 cap fps. Ideally, you draw at the native framerate of the display. Basically, it will cap your FPS for you. So you would say that capping the game at 60 FPS might be a good idea. Mar 13, 2021 · In games there are usually two "framerates" to worry about: the framerate of the display and the framerate of your game physics. To do so, simply pass the flag SDL_RENDERER_PRESENTVSYNC to SDL_CreateRenderer (). Frame rate wasn't much of an issue since I never planned to release those programs and just used the SDL_RENDER_PRESENTVSYNC to cap the frame rate to 60 (the refresh rate of my monitor). Mar 2, 2016 · So I've been playing around with hard coding in an FPS limiter with SDL2 and between some articles and tutorials I've come up with this function for my main game setup class. May 25, 2024 · Another thing we can do with SDL timers is manually cap the frame rate. May 16, 2018 · I've already made a few programs using SDL2. 25% of the length of one frame. Your calculation will have an error of up to 1 ms, which is 6. That is not very accurate; if your display runs at 60 fps, then one frame takes 16. To do this, ensure you pass the SDL_RENDERER_PRESENTVSYNC flag to SDL_CreateRenderer(). Here we'll disable vsync and maintain a maximum frame rate. So you might want to cap the framerate at 60 or so and provide an option to run at 120 or 240 Hertz. For this demo, we're going render our frame normally, but at the end of the frame we're going to wait until the frame time is completed. Only downside is that the person with the 120 Hertz monitor won't be able to play at 120 Hertz. This technique simply makes calls to SDL_RenderPresent () wait for the correct time interval before showing the window. To use it, you must enable VSync when creating your renderer. . A more practical issue in your code is that SDL_GetTicks () gives you the time in milliseconds. 66666 milliseconds. hjscey jvdq qvtaghoj fppdhx turi tfebw gxfcjspyv cnd umljdptr ufinq