Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: mperdue@iquest.net (Mario Perdue) Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Jerky graphics Date: Fri, 20 Jun 1997 15:20:37 GMT Organization: SCEA Net Yaroze News Lines: 27 Message-ID: <33aa9c1e.386867@205.149.189.29> References: <01bc7c89$6c62a860$6c37eccd@nsantos> <33a9466e.890798@205.149.189.29> <01bc7cda$9d15d620$d67acdcd@nsantos> <33a95c49.6486485@205.149.189.29> <01bc7d93$f3a0d6c0$cb56eccd@nsantos> NNTP-Posting-Host: firewall.hrtc.net X-Newsreader: Forte Free Agent 1.1/32.230 On 20 Jun 1997 13:01:27 GMT, "Nelson Santos" wrote: >But how do I get it so that my graphics steps are standard as outlined in >the manuals and reclaim those CPU cycles you say I lost without >experiencing those jerky graphics? > Nelson, The first thing to do is verify that what I suspect is happening, is in fact happening. VSync() can be set up to return the number of VSync periods since the last VSync(). Do this and check the number. 1) If this number IS NOT always the same, your frame rate is changing. You want to keep the frame rate fairly consistant, and as high as possible. I find anything lower than 15fps to be pretty bad. 2) If the number IS always the same, you have a different problem. OR the act of printing the frame count has added enough overhead to cause the frame rate to drop. If the problem is an inconsistant frame rate, you can use VSync() or the timer to ensure that a sufficient period of time has passed before continuing. Mario