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AppGameKit Studio Chat / 60 FPS=50 FPS / 30 FPS=25 FPS?

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Onomatopoesie
4
Years of Service
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Joined: 6th Aug 2019
Location: Germany
Posted: 16th Aug 2019 08:19
Hello, dear community.
When I test the 3D samples and use the SetSyncRate command (60,0), I get a stable 50 FPS. If I change it to 30 FPS, I get 25 FPS. It's the same with SetSyncRate (60,1). Disabling VSync does not help. Basic renderer also shows no effect. If I use the SetSyncRate command (0,0), I get more than 1200 FPS on the 3D FirstPersonExample. In terms of hardware, it should not be a problem to draw a frame rate of 60 frames.
What is going on here? What am I doing wrong? Or is it a bug?
I would be thankfull for your help.
My system: Windows 10, Intel Core i5-8400, 12 GB Ram, Graphics: Intel UHD 630 (onboard).
Best regards
Cliff Mellangard 3DEGS
Developer
18
Years of Service
User Offline
Joined: 20th Feb 2006
Location: Sweden
Posted: 16th Aug 2019 17:10
smerf
19
Years of Service
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Joined: 24th Feb 2005
Location: nm usa
Posted: 16th Aug 2019 18:18
reccomend not using sync rate at all. use timer to get milliseconds and set game to refresh with sync every so many milliseconds can manually guarante a correct frame rate on all devices.
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Onomatopoesie
4
Years of Service
User Offline
Joined: 6th Aug 2019
Location: Germany
Posted: 16th Aug 2019 19:17
Thank you for that information. This is very interesting.
But why is this command used in the examples, when it is recommended not to do so? This is a bit confusing for a beginner like me.
Cliff Mellangard 3DEGS
Developer
18
Years of Service
User Offline
Joined: 20th Feb 2006
Location: Sweden
Posted: 16th Aug 2019 19:51
It works on some hardware but because agk support mac,linux,windows,ios,android and html 5 so do some work better on specific hardware.

I simply use v sync on everything except android.

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