Recent Posts

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21
GLBasic - en / Re: How to check Vsync screen
« Last post by dreamerman on 2020-May-29 »
60Hz monitor, code mostly outputs 60, sometime 59hz happens.
22
GLBasic - en / Re: How to check Vsync screen
« Last post by MrPlow on 2020-May-29 »
506 Hz
23
GLBasic - en / How to check Vsync screen
« Last post by Qedo on 2020-May-29 »
On my system this work. Output 60 Hz
Can you try on your?
Ad maiora

LIMITFPS -1,TRUE
cicli%=100
dt%=GETTIMERALL()
FOR i=0 TO cicli-1
   CLEARSCREEN RGB(120,345,56)
   SHOWSCREEN
NEXT
dt=1000/((GETTIMERALL()-dt)/cicli)
PRINT "refresh Rate = "+dt+"Hz",10,100
SHOWSCREEN
MOUSEWAIT
END
24
Bug Reports / Re: Android Game Loop
« Last post by MrPlow on 2020-May-29 »
Having an FPS limit is also needed for mobile so that your app or game is not draining the device battery power.
If less fps then less computing power over time elapsed - isn't that how it works?

I don't want to put the fps too high for risk of the Android OS telling the user to "Uninstall" for power draining.
25
Bug Reports / Re: Android Game Loop
« Last post by Qedo on 2020-May-29 »
stupid question but is there a way in GLB to check the vsync of a screen?
ad maiora
26
Bug Reports / Re: Android Game Loop
« Last post by spacefractal on 2020-May-28 »
yes indeeded, but diddent do that for all games, nor want to do that. but its show ok and no have complain it throught. That the matter.

Vsync off can do cause very very bad screen tears, which is why im dont like that really. but for fps testing, of course its can been disabled here. most screen is still 60fps and most of us do retro games and should been 60fps anyway.

But controlling in a higher fps can been feels better. No doubt. Its have much less lag and delay.
27
Off Topic / Re: An idea for the forum
« Last post by SnooPI on 2020-May-28 »
Yes, I think so too (but it was easier with a plug-in).
In any case, I think it would be really cool.
28
Bug Reports / Re: Android Game Loop
« Last post by SnooPI on 2020-May-28 »
It's very bad in a game to limit the number of frames per second.
You must use an unlimited FPS and a deltatime (and a vsync for a really smooth animation but this can cause a slowdown if the display takes longer than the refresh rate of your PC/Phone screen).
29
Bug Reports / Re: Android Game Loop
« Last post by spacefractal on 2020-May-28 »
im thinks its got depreacted in a recent build. its was used for theme, but we dont use it. im should remove that really, but diddent do that to dont do any suddently mess.
30
Bug Reports / Re: Android Game Loop
« Last post by MrPlow on 2020-May-28 »
Thanks so much! That solved my issue using vsync and fps of 90 did the trick - along with jigging my timer code :)

One other question - i omitted the appcompat:1.0.0 - and it didn't seem to affect anything but it does reduce build by 1mb so if not required - i would rather leave it out :)

Is there any practical reason for it?
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