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Take a basic project.
Make an openfl.display.FPS and add it in main.
In your Starting state, set FlxG.stage.frameRate to your monitors current hz.
In your project.xml, make sure vsync="true" for your target.
Compile. The FPS display will be accurate to your actual hz, sometimes with a difference of around 1 or 2.
In project.xml, change vsync to false.
Compile. The FPS display will be inaccurate.
144 stage.frameRate displays ~168, 60 does 64.
Test with whatever numbers you'd like. if you're skeptical, try 90 fps and then try 91. The display from 92 to 102. That's definitely not right.
Observed behavior:
Setting fps with vsync results in drastically different frame times than with FlxG.drawFrameRate or FlxG.stage.frameRate
144 hz vsync:
frameRate set to 144, no vsync: Expected behavior:
Fps values maintain consistent and predictable using vsync or in game frameRate.
I don't know how this went unnoticed so long.
The text was updated successfully, but these errors were encountered:
Take a basic project.
Make an openfl.display.FPS and add it in main.
In your Starting state, set FlxG.stage.frameRate to your monitors current hz.
In your project.xml, make sure vsync="true" for your target.
Compile. The FPS display will be accurate to your actual hz, sometimes with a difference of around 1 or 2.
In project.xml, change vsync to false.
Compile. The FPS display will be inaccurate.
144 stage.frameRate displays ~168, 60 does 64.
Test with whatever numbers you'd like. if you're skeptical, try 90 fps and then try 91. The display from 92 to 102. That's definitely not right.
Observed behavior:
Setting fps with vsync results in drastically different frame times than with FlxG.drawFrameRate or FlxG.stage.frameRate
144 hz vsync:
frameRate set to 144, no vsync:
Expected behavior:
Fps values maintain consistent and predictable using vsync or in game frameRate.
I don't know how this went unnoticed so long.
The text was updated successfully, but these errors were encountered: