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AVEVA™ XR Studio

Adaptive rendering mode

  • Last UpdatedDec 04, 2023
  • 1 minute read

Adaptive rendering mode splits the two loops into separate flows that are executed in parallel.

Although this should mean that both loops proceed at their own speed, this is not the case. Most of the game loop calls must be performed when the rendering loop is outside render.

For this reason, the system must use locks to synchronize the calls and this can create delays with functions waiting for other functions to release the lock.

Generally speaking, adaptive mode can reach the highest performance levels in terms of pure rendering frame rate. However, the synchronization load can lead to uneven behavior in animations and camera movements. Also, the frame rate can be less stable than in static mode.

Without timers

  • Render loop is called at maximum possible speed. FPSRender is ignored.

  • Game loop is executed only if its delta time is bigger than a frame time. This means that the FPSGame represents the maximum game loop frame rate.

With timers

Windows timers can be slower than expected, so higher FPS values should be indicated.

  • Render loop is called by a Windows timer according to the set FPSRender.

  • Game loop is called by a Windows timer according to the set FPSGame.

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