RE: [GD-Windows] Performance timing
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From: Martin S. <ms...@he...> - 2004-02-12 02:17:36
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Just noticed that there is an article in Windows Developer Nwetowkr magazine that discusses the different timer mechanisms available under windows. It gives call costs and some other analysis. Maybe interesting. @ http://www.windevnet.com/wdn/issues/2003/0305/pdf/wdn200305.zip Martin > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On Behalf Of Jon > Watte > Sent: Thursday, 12 February 2004 7:49 AM > To: gam...@li... > Subject: RE: [GD-Windows] Performance timing > > > > As you can see, the delta is between 15-16ms. More than enough to count > time > > between 60hz frames... > > > How many frames are you talking about? > > A single 60 Hz frame is 16 milliseconds. That's it. If you take longer, > it's > not 60 Hz anymore. > > I think we already agreed that, for timing over 100 or even 1000 frames, > pretty much anything works (although you'll still be on the order of 1% > off > on GetTickCount()). > > For timing over 10 frames, being off by a whole frame's worth is pretty > bad. > > Cheers, > > / h+ > > > > ------------------------------------------------------- > SF.Net is sponsored by: Speed Start Your Linux Apps Now. > Build and deploy apps & Web services for Linux with > a free DVD software kit from IBM. Click Now! > http://ads.osdn.com/?ad_id=1356&alloc_id=3438&op=click > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=555 |