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- #CSGO INCREASE FPS MAC EL CAPITAN UPDATE#
- #CSGO INCREASE FPS MAC EL CAPITAN FULL#
- #CSGO INCREASE FPS MAC EL CAPITAN CODE#
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The human visual system can process 10 to 12 images per second and perceive them individually, while higher rates are perceived as motion. Wikipedia has this to say in its Frame Rate article:
#CSGO INCREASE FPS MAC EL CAPITAN UPDATE#
To say it another way, if you update your animation with a fixed step size, like in your original code, you are implicitly making assumptions about how much time has occurred since the last time it ran that are completely unwarranted, and the result is stuttering. So, if you want your animation to look smooth and accurate, you have to update it based on the time that has actually elapsed. That's what I mean by resilience: you can never guarantee what kind of timing you'll get between frames, whether or not you're using VSYNC. The example I gave doesn't use frame delta to move object on purpose - its much easier to see the problem that way.īut that is ultimately what is causing the problem.
#CSGO INCREASE FPS MAC EL CAPITAN CODE#
Whether you use VSYNC or not, you cannot guarantee when your drawing code will run, but using a fixed step size to update implicitly relies on perfect timing that is unlikely to happen.
#CSGO INCREASE FPS MAC EL CAPITAN FULL#
Of course you had this issue "in full screen with or without VSync." That's a consequence of using a fixed step size when you update the animation rather than updating the animation based on the time that has actually elapsed since the last time you rendered your scene. I didn't have any stuttering, either fullscreen or windowed, with or without VSYNC. If you look at my first post, when I had updated the approach the animation: If you update your animation based on the time elapsed since the last frame, the scene will appear as it should it realtime, and the user generally won't even notice it (unless you've really overloaded the graphics hardware) however, if you update your animation a fixed amount, regardless of the time elapsed since the last frame, the user will see the, I NEVER, EVER said that "all games should be using VSYNC." I said that the busy waiting performed by blockFramerate (1) is a legacy approach that was only useful before VSYNC was developed and (2) that it's a poor approach to animation that lacks resilience. In real world, high performance applications, it's easy to run into situations where the scene being rendered takes more time than a single VSYNC cycle. Updating your animation based on the time that has elapsed since the last frame makes your animation far more resilient without wasting CPU cycles. The idling performed in blockFramerate is a legacy approach that was used before VSYNC was available. Whether you're using GLFW or SDL, the busy waiting performed in blockFramerate isn't a good approach to animation because (1) it wastes CPU cycles and (2) it can throw off the timing between GPU and the monitor refresh that VSYNC was created to address. In other words, changing the timing changed the type or appearance of the stutter. I began testing your code by altering the timing in blockFramerate, and found that, on my system, I would get "frame stuttering" when used your timing and when I changed it to the code that I uploaded, the rectangle had "jaggies" that crawled up the rectangle. You'll notice in the code that I uploaded that the timing used in the blockFramerate function is while (glfwGetTime() - old < 1.0 / 60.0) whereas in yours it is while (glfwGetTime() - old < 1.0 / 61). Yes,, I was able to reproduce the stutter. GlClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) While ( glfwGetTime() - old = 539) mode = 1 # include "GLFW/glfw3.h " bool VSYNC = true