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Dark GDK / Dark GDK max FPS - A Query

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Juggernaut
12
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Joined: 12th Mar 2012
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Posted: 28th Apr 2012 20:08
Hello,

Why is the Dark GDK max FPS rate stuck at 60 even when the rendering window is completely blank - no 3D objects or lights !
Dark Basic Pro does not constrain the FPS rate, then why Dark GDK is capping the max frame rate ?

I am using the latest September 2010 update of Dark GDk.

Please advice, how can I view the highest FPS on my pc while using Dark GDK.

Thanks,
WickedX
15
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Location: A Mile High
Posted: 28th Apr 2012 20:58 Edited at: 28th Apr 2012 21:02
Dark GDK turns VSync on by default. You can turn it off with;

Juggernaut
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Posted: 28th Apr 2012 21:25
@WickedX: Thanks for helping me out. Your code worked ! But I am unable to clearly view the digits. How can I make the digits clearer ?

My code -

WickedX
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Posted: 28th Apr 2012 21:55
Your code appears clearly on my system. Without knowing where the code is in the flow of the program or what other statement may have been used prior, it’s hard to tell why it is not displaying clearly for you. My system is old. I’m only showing a FPS of 240 with the code I’m testing this with. I can at this moment think of one suggestion, try putting a space character after the fps variable.
Juggernaut
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Posted: 28th Apr 2012 22:00
When I use 3D objects on screen the FPS digits appear prominently but when I remove all 3D objects, the FPS digits get jumbled up ...... anyway ..... thank you for trying to help me out ..... I will further look into it keeping your last advice in mind.
WLGfx
16
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Joined: 1st Nov 2007
Location: NW United Kingdom
Posted: 28th Apr 2012 22:13
Quote: "char fps[200000];"

Wow! That's a big char array to store:
Quote: "FPS : xxx"


Mental arithmetic? Me? (That's for computers) I can't subtract a fart from a plate of beans!
Warning! May contain Nuts!
WickedX
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Posted: 28th Apr 2012 22:18
In that case, just put a dbCLS() before printing the FPS.
Juggernaut
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Posted: 28th Apr 2012 22:28 Edited at: 28th Apr 2012 22:33
@WLGfx: hi hi .... I know ..... a waste .... I will reduce ... do not worry ...

@WickedX: WOW ! Your trick works like a charm ! How did you know ..... ?

And does light mapping work in Dark GDK ?

And is the Windows 7 SP1 issue present in Dark GDK September 2010 version ?
WickedX
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Posted: 28th Apr 2012 22:54 Edited at: 28th Apr 2012 22:55
When using sprites or 3D objects the backbuffer is cleared automatically by the sync statement. Since no sprites or 3D objects are being used the text was over righting itself.
Juggernaut
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Posted: 28th Apr 2012 23:03
@WickedX: wow .... sounds like you have been long acquainted with Dark GDK .... you know the internal working I guess .....
WickedX
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Posted: 29th Apr 2012 00:30
Actually I am more familiar with DarkBasic Professional. I have only been using C++ and Dark GDK for about six months or so. I have used C++ before, but I will admit I just knew what worked. Other than statements common to all languages I didn’t really know what I was doing. I think I have read every thread on this forum and have learned a lot.

As suggested I downloaded the DarkBasic Professional DLL and Dark GDK library source code many moons ago. With that and the help of this great community you can go far.
Juggernaut
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Posted: 29th Apr 2012 00:36
@WickedX: so after downloading the source code for Dark Basic Pro and Dark GDK , how do I set them up in Visual Studio 2008 Express ? Any manual available for that ? Any community release bug fixes and enhancements for Dark Basic Pro released so far ?
WickedX
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Posted: 29th Apr 2012 01:11
All I did was open the Visual Studio Solution and compile. I already had the Windows and DirectX9 SDK’s installed before installing Visual Studio. If you should have any problems just post the problem and I or someone else will surely be able to help.

I haven’t kept my copies updated so I not really sure about bug fixes or enhancements, sorry.
Juggernaut
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Posted: 29th Apr 2012 01:31
@WickedX: ok ...... I think I need to work my way deeply through Dark GDK first before I start messing with the source code.

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