Static rendering mode
- Last UpdatedDec 04, 2023
- 1 minute read
When the rendering type is set to Static, then game loop and render loop are executed in sequence.
The execution sequence is
However, the called thread is the rendering one that calls the game loop before proceeding.
Despite the sequential execution, static mode is preferred to adaptive mode. It does not require synchronization locks, which can reduce performance.
Without timers
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FPSRender is used as maximum loop execution speed.
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FPSGame is used to evaluate how many calls are needed for each function in each executed game loop. This can be useful to create a more stable frame rate.
For example, in some cases, going fixed at 30 frames per second (FPS) might be preferable to moving between 60 and 30 at every turn.
Setting FPSRender to a high and unreachable value (such as 500 for example) enables roll back to previous behavior.
With timers
Render loop is called by its Windows timer according to the set FPSRender.
FPSGame is used only to evaluate how many calls are needed for each function in each executed game loop.
Note: Windows timers are usually slower than expected and higher FPS values should be indicated.