IView update rate vs actual FPS
Posted: 16 May 2023, 13:38
Hi!
We use separate threads for render and update and I was thinking about an efficient way to ensure that update rate doesn't go ahead or fall behind the actual FPS.
I see that https://www.noesisengine.com/docs/Gui.C ... orial.html has a note:
Is this part of documentation obsolete or maybe I misunderstand it?
In any case it is not that important, I'll find a proper way to keep rates in sync, but I just got curious about how it is supposed to work.
We use separate threads for render and update and I was thinking about an efficient way to ensure that update rate doesn't go ahead or fall behind the actual FPS.
I see that https://www.noesisengine.com/docs/Gui.C ... orial.html has a note:
However I don't observe this behavior, it looks like view->Update can be called tens of thousands times if I make the render thread slow enough. The docs don't tell exact numbers, but I didn't expect it to be that many.'Update' will block if it is invoked many times without the corresponding 'UpdateRenderTree' call in the render thread
Is this part of documentation obsolete or maybe I misunderstand it?
In any case it is not that important, I'll find a proper way to keep rates in sync, but I just got curious about how it is supposed to work.