17cupsofcoffee / tetra

🎮 A simple 2D game framework written in Rust
MIT License
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FPS counter capped at 500 #263

Closed fossegutten closed 3 years ago

fossegutten commented 3 years ago

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::Variable

Expected behavior: Expected the FPS to go higher,

Additional info:

17cupsofcoffee commented 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!