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//think i broke the code tags lol. private const float fixedFramesPerSecond = 60f; private bool isFrameRateCapped = true;
These 2 property's need to be set to public, well the fixed frames per second needs to be public, if we decided to create the renderer as such mRenderer = mEngine.RendererFactory.CreateRenderer(mWindow, -1, RendererFlags.RendererAccelerated)
this should completely nullify the limiter (which it doesn't), however if you make that frame rate public we can set it to whatever we would like 60/122/244 etc. etc. as the moniters and whatnot get better so were not set by default to a monitor from the early 2000s lol.
Most games these days you can edit those values on the fly through in-game video menus.
The text was updated successfully, but these errors were encountered:
in
public sealed class GameEngine : IGameEngine
//think i broke the code tags lol.
private const float fixedFramesPerSecond = 60f;
private bool isFrameRateCapped = true;
These 2 property's need to be set to public, well the fixed frames per second needs to be public, if we decided to create the renderer as such
mRenderer = mEngine.RendererFactory.CreateRenderer(mWindow, -1, RendererFlags.RendererAccelerated)
this should completely nullify the limiter (which it doesn't), however if you make that frame rate public we can set it to whatever we would like 60/122/244 etc. etc. as the moniters and whatnot get better so were not set by default to a monitor from the early 2000s lol.
Most games these days you can edit those values on the fly through in-game video menus.
The text was updated successfully, but these errors were encountered: