Comments (2)
Vsync now works correctly, however I still need to thread the input to avoid noticeable input latency.
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Adaptive Vsync is enabled when available (which means that synchronization is ignored if the frame takes too long to render).
An accurate framerate limiter has been added as an alterative, which can be run at any framerate. The user should set this to a multiple of the refresh rate - but low enough that the system can hit it reliably. This drastically reduces tearing (especially during rapid screen movement) while having almost no affect on input latency (since OS messages/inputs are still queued while waiting). Obviously it doesn't remove tearing completely like vsync but is a good compromise since it helps a lot and does not have the drastic affect on game responsiveness that vsync can have.
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Related Issues (20)
- [XEngine, True 3D] Implement Hardware Rendering for True 3D games.
- [2.5D] Implement perspective correct 2.5D rendering.
- Replicate Original Game Functionality
- Pull out texture code into the common GL code.
- Properly support GPUs that require power of 2 textures and severe texture size limitations
- Linux and OS X support HOT 7
- Add Multiplayer Support
- Sound Code is nonexistent or missing from the repository HOT 2
- Midi Playback Support HOT 4
- Integrate cross-platform build system HOT 5
- Example xlgames.ini file? HOT 2
- Any chance of getting the .vcxproj and solution added to repo?
- Lucius, something's happened to your forums HOT 1
- The Website is Death , the Project still alive ? HOT 2
- [XL Engine UI] Finish Video Settings panel
- [XL Engine UI] Finish General Settings panel
- [XL Engine UI] Build Remaining UI panels
- Refactor threading code so that multi-platform support can be added HOT 1
- Implement the OpenGL 3.2 device
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