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  Solving Stuttering With Fixed Timesteps, Once and For All  (Read 6442 times)
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Offline Saucer

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« Reply #120 on: 2012-01-25 17:56:24 »

Yeah, so with the computers I've tested, the only computer on which I get stuttering even after applying the extra sleeping thread method is the computer on which the Game Maker example stutters. How has the GM example been running for you?

Also, I suspect that the stuttering only seems to get worse with less going on--- in other words, it's just less noticeable with more going on, and doesn't actually yield stuttering any less. But I haven't really tested this guess precisely.

Offline Cero

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« Reply #121 on: 2012-01-25 18:52:26 »

Yeah, so with the computers I've tested, the only computer on which I get stuttering even after applying the extra sleeping thread method is the computer on which the Game Maker example stutters. How has the GM example been running for you?

minimal stuttering, 100x times better than Cas' method (which my game is using right now)


Also, I suspect that the stuttering only seems to get worse with less going on--- in other words, it's just less noticeable with more going on, and doesn't actually yield stuttering any less. But I haven't really tested this guess precisely.

I dont think thats it. See - I have a side scroller, which makes it really apparent when walking in one direction.

Offline Cero

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« Reply #122 on: 2012-01-25 18:53:43 »

Also I cannot capture it. Using FRAPS the stuttering disappears when recording - further confirming my theory

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Offline theagentd

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« Reply #123 on: 2012-01-25 22:22:49 »

Also I cannot capture it. Using FRAPS the stuttering disappears when recording - further confirming my theory
Fraps capture individual frames, like if you did a readback to the CPU after each Display.update() on LWJGL. Even if the frame doesn't actually end up on the screen due to the asynchronous behaviour between your CPU, your GPU and your monitor, Fraps will still capture it.

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Offline princec
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« Reply #124 on: 2012-01-26 04:10:15 »

Using OpenGL and the desktop window compositor you are never going to be rid of stuttering, end of story. Gamemaker directly interfaces with the DWC because it uses DirectX. It's a Windows fail. The only ways around it are: go fullscreen or turn off DWC or go back to Windows XP.

Cas Smiley

Offline Cero

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« Reply #125 on: 2012-01-28 12:06:11 »

btw Saucer, did you try libgdx because of the stuttering ? was just curious, never used it before

Offline Saucer

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« Reply #126 on: 2012-01-28 15:54:39 »

No, I haven't. Is it pretty widely used?

Offline Cero

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« Reply #127 on: 2012-01-28 17:45:07 »

No, I haven't. Is it pretty widely used?

Absolutely.
LWJGL along with libgdx are 2 big engines, although different.
Pretty sure in JOGL you would have to do it all yourself, and I hear libgdx is a little more high level than lwjgl.
So i guess it has something like this aswell.

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« Reply #128 on: 2012-01-28 18:26:54 »

LWJGL along with libgdx are 2 big engines, although different.
LWJGL is not an engine, just a simple binding to OpenGL, OpenAL and OpenCL, so pretty low level. LibGDX has a lower and higher level API and uses LWJGL underneath for its desktop versions.
Offline Saucer

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« Reply #129 on: 2012-01-28 20:30:19 »

Wait, I looked a little bit into libGDX: apparently it uses some C/C++ (= "native code"?)? Anyone know the details of what that does for libGDX?

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Online pitbuller

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« Reply #130 on: 2012-01-28 21:08:34 »

Wait, I looked a little bit into libGDX: apparently it uses some C/C++ (= "native code"?)? Anyone know the details of what that does for libGDX?

Make it's faster. There is example native box2d wrapper, bullet wrapper is coming.  Lot of bytebuffer stuff etc. There is native code in every openGl wrapper too.
User don't have use any native code so it's hided from the end user pretty well.

Offline Saucer

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« Reply #131 on: 2012-01-28 21:19:20 »

...Wait yeah, you've brought up a good point: LWJGL, for example, uses native code, too! Hence the DLL. Oops. Thank you for the input, pitbuller.

Offline Cero

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« Reply #132 on: 2012-01-29 14:54:14 »

LWJGL along with libgdx are 2 big engines, although different.
LWJGL is not an engine, just a simple binding to OpenGL, OpenAL and OpenCL, so pretty low level. LibGDX has a lower and higher level API and uses LWJGL underneath for its desktop versions.

yeah the point here was LWJGL has its own slowdown mechanism, Display.sync; not sure exactly, but I would guess JOGL doesn't. And wasn't sure libgdx exclusively uses LWJGL, I seem recall a JOGL option and stuff.

Offline ra4king

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« Reply #133 on: 2012-01-29 15:39:44 »

libGDX has a JOGL and LWJGL backend for desktop.

Offline Cero

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« Reply #134 on: 2012-01-29 16:37:42 »

libGDX has a JOGL and LWJGL backend for desktop.

yes, so it would be interesting to see libgdx using JOGL syncing a gameloop @ 60 fps, if libgdx has a sync method, which I would guess it does
although most people will argue that it wont make a difference; just curious though

Offline Saucer

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« Reply #135 on: 2012-01-29 18:20:10 »

libGDX has a JOGL and LWJGL backend for desktop.

yes, so it would be interesting to see libgdx using JOGL syncing a gameloop @ 60 fps, if libgdx has a sync method, which I would guess it does
although most people will argue that it wont make a difference; just curious though

Yeah, I'm also wondering about issues like this, and whether engine-specific native code yields any significant difference in efficiency or speed. But I guess those are questions we could ask about any engine, not just libGDX. Anyone know the specifics?

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