Path: chuka.playstation.co.uk!news From: Alex Herbert Newsgroups: scee.yaroze.beginners Subject: Re: Questions about VSync. Date: Tue, 12 May 1998 03:59:10 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 29 Message-ID: <3557BAFE.CD170013@ndirect.co.uk> References: <354C8851.709D2E83@chowfam.demon.co.uk> <6ij6jd$jpr18@chuka.playstation.co.uk> <354D8AA7.17CA37C6@chowfam.demon.co.uk> <354E298F.2865CC25@netmagic.net> <354E4EA8.A92F3D10@chowfam.demon.co.uk> Reply-To: aherbert@ndirect.co.uk NNTP-Posting-Host: dialin2-36.ndirect.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) To: James Chow James Chow wrote: > I know it's not a good way to do timing, but are there any other > suggestions of how to get a finer resolution than 1/50th sec > or 1/60th sec? But not too fine, eg. using the root counter, which > flies past like f*** and has probably "gone round" a few > times before you've checked again. > > Games like Ridge Racer have timers going down to 1/1000th sec > resolution. Now how to do they manage that? > Personally I find using vsync(-1) + rand()/RAND_MAX > a bit too tacky. > > Cheers. > -- > jc All games (with only a few exceptions) are clocked to 50 or 60Hz (PAL or NTSC). There is no point it having a higher resolution timer. Ridge Racer is only clocked at 25Hz ('cos it updates every other frame). It's just an illusion. Clock your game at 50Hz with vsync() and slap some random digits on the end. No one will notice! Herbs