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Max FPS == 60 (CLOSED)

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Max FPS == 60 (CLOSED)

Postby Riki on Sat Jan 03, 2009 9:18 pm

In both the sample application and my test editor the max FPS is always 60 :x
And yes thanks for asking, I did turned off the VSync via the settings.xml and I did a check if the SynchronizeWithVerticalRetrace gets turned off.
No matter what resolution/ full screen or windowed mode, vsync on or off I always get a max of 60 fps :twisted:

Any ideas here?


P.S. My HW is more than enough for that Terrain Scene (GF8800 GT 512 + Dual Core)
Last edited by Riki on Sun Jan 04, 2009 10:52 am, edited 1 time in total.
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Riki
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Postby Riki on Sun Jan 04, 2009 10:28 am

I figured out what it is :oops: RTFM!!!!
IsFixedTimeStep was turned on which I was aware off but the behavior was totally different than I expected :(

Dunno what the XNA Team had in mind when exposing a fixed time step game loop (which is awesome) but tightly coupled it with the render loop (which is lame).
Here is a link to a tutorial of mine explaining what a fixed time step should be: Fixed time step

Anyway, the XNA Framework calls the Update() and Draw() 60 times per second - or less if the Update() is slow. This means if using a fixed time step you are capped at 60fps :silly:
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Postby lordikon on Sun Jan 04, 2009 7:18 pm

I believe XNA 1.0r did not implement the fixed time step in such a way that they do now, but there were many complaints because it caused issues. I never really experienced issues with it either way.

I believe it would allow draw to be called more than once per update loop, but that was worthless because it was drawing the same thing twice, so while you were getting more frames, they weren't any different.
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