fps count strange

Blitz3D Forums/Blitz3D Programming/fps count strange

maximo(Posted 2004) [#1]
I get higer fps count when I run in windows then in full mode. In windows I get around 77 fps when full scree round 50. Has anyone any idea why this is so? I should get more fps in fullscreen right?


joncom2000(Posted 2004) [#2]
It depends alot on the refresh rate your monitor uses at different resolutions. It might be that the fullscreen refresh for the size screen your using is only 50Hz, but that seems a little low as most start at 60Hz.


Gabriel(Posted 2004) [#3]
I guess windowed mode flips the buffers when it feels like it, which may explain a higher frame rate. It could also be that your videocard prefers windowed mode? I think some do, but I didn't think a TI4200 was one of them.


JoshK(Posted 2004) [#4]
Use Flip(False).


Tom(Posted 2004) [#5]
Same here, same card.


maximo(Posted 2004) [#6]
Thanks Halo, this is like mayor difference. It's like Turbo :) Try it out Tom. before this in fullscreen I had like 50 fps, now it's over 500 fps :) feels much better :)

Thanks Halo again :)

Btw Tom, I'm also into 3d artistry, you got any samples to show? I'd like to check ;)


WolRon(Posted 2004) [#7]
Keep in mind that although your game is updating the screen 10 times faster, you may now see unwanted visual artifacts such as tearing.


maximo(Posted 2004) [#8]
How do you prevent tearing, by locking fps? What is tearing exactly?


Zethrax(Posted 2004) [#9]
Tearing is where the video buffers are flipped in the middle of the screen being drawn, so that the displayed screen ends up with part of the previously scene at the top and part of the current scene at the bottom. This is what Flip True (or just Flip, as the true state is the default) is there to prevent.

To prevent tearing, use either:-

Flip

or:-

Vwait : Flip False

to ensure that the buffer flip waits for the screen to be between updates before swapping the buffers.


maximo(Posted 2004) [#10]
Which brings down fps to slow 50 and in fullscreen mode even worse. I'm sticking with tearing and smoothnes :)