Closed fossegutten closed 3 years ago
This isn't a bug with the counter - I added a cap to the framerate as a short term fix for #213. The behaviour seems consistent with Love2D (which is where I took the idea for the 1ms sleep from) - I get exactly 500fps running that without vsync too.
So I think this is working as expected, but I'd definitely like to improve it - this is what #218 was raised for, so I'm going to close this as a duplicate of that. Thanks for reminding me to take another look at that, though!
Summary: FPS counter caps at 500. Not sure if the engine loop is capped or it is a bug in the Time struct. Please close if this is not a bug.
Steps to reproduce:
time::get_fps(ctx) as i32)
caps at 500 when I draw as text. Disabled VSync, gsync and using Timestep::VariableExpected behavior: Expected the FPS to go higher,
Additional info: