hpp" to get access to this function. display ()? Clearly, locking the thread would be missing the point, since the delay is caused by 尽管您可以使用 SFML 取消/激活 VSync,但不能保证它会真正被激活,因为驱动程序本身具有最终决定权,并且它们通常提供强制打开或关闭 VSync 的选项。 In the SFML Wiki Source Codes section you can find some classes used for fast rendering in some cases such as Tile-Map renderers or containers for transformable sprites that use the Calling on Windows 7 x64, nVidia GTX 560 TI window. sfml-dev. Net Window SetVerticalSyncEnabled Method Enable / disable vertical synchronization Namespace: SFML. setFrameLimit(60) or window. I created a simple test case in C++ which uses SFML directly, and the performance 有时,当应用程序运行速度很快时,您可能会注意到诸如撕裂之类的视觉瑕疵。原因是应用程序的刷新率与监视器的垂直频率不同步,因此,前一帧的底部与下一帧的顶部混合。 此问题的解决方案是激活垂直同步。它由图形卡自动处理,可以通过setVerticalSyncEnabled功能轻松打开和关闭: 此调用后,应用程序将以与监视器刷新率相同的频率运行。 有时,setVerticalSyncEnabled不 The sf::Window class provides a simple interface for manipulating the window: move, resize, show/hide, control mouse cursor, etc. It automatically waits as long as necessary, limiting the frame rate of the whole thread. Window Assembly: sfmlnet-window-2 (in sfmlnet-window-2. org FPS Peaks with VSync-enabled (59Hz refresh rate)Very roughly speaking, yes. Although if you are using Windows (Vista and 7 I believe, I don't know how 8 or 10 handles glfwSwapInterval (1) doesn't seem to be working for me. https://www. The problem exist on both . 0 Getting started Migrating from SFML 2 to SFML 3 SFML with the CMake Project Template (Recommended) SFML and Visual Studio SFML and Code::Blocks Would Vsync work if I did not lock the thread while calling window. You can deal with FPS variation simply by giving your Basically, I'm making a map editor using a C# binding of SFML attached to a panel's handle in my form. It also provides event handling through its pollEvent () 因此,SFML 实现 vsync 的方式在我的系统上存在问题,而 SDL 似乎可以正确处理它。 导致这种不同行为的两个库之间的实现有什么区别,可以解决吗? SFML. Oh well the fix for this Detailed Description Window that serves as a target for OpenGL rendering. If I force VSync in CCC or setVerticalSyncEnabled (true) in SFML my fps drops to 60, but GLFW just keeps running at Use SFML 2, there is really no reason to go with SFML 1. It defines an OS window that is able to receive an OpenGL Anyway, sf::Window::SetFramerateLimit () should be exactly what you need. 6 now -- it has been unmaintained for years and contains much more bugs. setVerticalSyncEnabled(true); causes 100% CPU load on a single core. It runs at 550 FPS, which results in my main loop being called way In SFML you can include "SFML/OpenGL. 0 Tutorials for SFML 3. display () command and it displays a bit later (and with limiting fps using internal timers, window. hpp> int main () { sf::RenderWindow window is VSync really an option ? I see a bunch of example SFML and SDL games that set the vsync option, but can't the player disable that globally ? so relying on that wouldn't If SFML were to return whether setting vsync was "successful" or not, it would be localized to the application only, and the developer would have to use their good judgement to Also, window. sf::Window is the main class of the Window module. But it's worth explaining a bit more. There is a documentation on the SFML I'm using WSL2 on MobaXTerm, i'm on Windows 11, and but i can't run this simple SFML code: #include <SFML/Graphics. At first I thought it must be a bug in DSFML (SFML bindings for the D language). Instead of waiting to draw each frame, the program is firing as fast as it possibly can 虽然如果您使用的是Windows (我相信是Vista和7,我不知道Windows 8或10是如何处理的),那么在使用Aero主题时,vsync显然会自动启用,因此您可能一开始就不会哭。 SFML 3. setFramerateLimit(60); window. dll) Version: It is possible that your video driver is not using VSYNC the way you think is working. Interestingly The sf::Window class provides a simple interface for manipulating the window: move, resize, show/hide, control mouse cursor, etc. Indeed, vsync makes input lag, because you give the window. It also provides event handling through its pollEvent () However I have a question - when I enable VSYNC using sfml will it work? And what's more iportant, will SFML anti aliasing work when the window is created by wxWidgets? A subreddit focusing on gamedev using SFML, a free multimedia C++ API that provides you low and high level access to graphics, input, audio, etc. setVerticalSyncEnabled(true) or internal loop sleep on a 60Hz monitor causes the same effect in my SFML application, with the Also, would it be advisable to check the desired framerate with the refresh rate to use vsync if they are the same, but use setFramerateLimit () if not? Why would you want a SDL is lucky that they check for MESA before they do SGI, since the opposite order would also lead to broken behaviour for you when using SDL. display When I use vsync in SFML window on amd hd 6870 i get 97-99% gpu usage @60 fps, and without vsync i have like 30% gpu usage @ 300 fps.
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