xna - Monogame - How to properly cap FPS in Monogame? -
i wanted cap fps of game @ 30fps conditionally if being built windows phone, don't need running @ 60fps on , heard many better have capped on mobile device because of battery draining.
i used same snippet of code used xna windows phone 7:
//framerate 30fps default windowsphone. targetelapsedtime = timespan.fromticks(333333);
but... doing job capping fps, affecting else too, causing stuttering , sound issues. because of this, suppose i'm doing wrong.
anything me great, not able find on internet regarding issue (most people wanted quite opposite :d )
to fix sound issues multi-threading , running sound system on separate, uncapped thread. game code, code updates assets, method should work, differently.
// in game1 class variable definitions private const float timetonextupdate = 1.0f / 30.0f; private float timesincelastupdate; //in game1 update method public override void update(gametime gametime) { timesincelastupdate += (float)gametime.elapsedgametime.totalseconds; if (timesincelastupdate >= timetonextupdate) { //update game timesincelastupdate = 0; } //systems don't want limit updated here }
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