yup, i've noticed that as well.
if you have a main render loop that has no sleep in it,
and you are using BufferStrategy+fullscreen, the Event scheduler never runs :S
[...]
yea... it eats all performance... and consumes all available cpu power.
dunno... that doesnt make any sense cuz there is nothing to do when everything is drawn/calculated and u r just waiting for the sync signal.
85fps@85hz... or 60fps@60hz... both combinations create 100% cpu payload and that's imo absolutly wrong.
from a gba demo c source:
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| while( AGBRULEZ ) { GetKeys(); RenderScreen(); UpdateColors(); WaitForVSync(); Flip(); } |
would be nice if we were able to do such a WaitForVSync (maybe with a optinal minium msec timespan) instead of patching around with
quite dirty sleep calls :]
hell. i would kill for a usable timer in java ._.