Sdl2 cap fps. If we want to cap the frame rate at 60 FPS, we want to make sure we spend 16666666. To do this, ensure you pass the SDL_RENDERER_PRESENTVSYNC flag to SDL_CreateRenderer(). I used the Vsync option for rendering, so it'll render at 60fps. Mar 13, 2021 · In games there are usually two "framerates" to worry about: the framerate of the display and the framerate of your game physics. This technique simply makes calls to SDL_RenderPresent () wait for the correct time interval before showing the window. 6667 nanoseconds each frame. What other type would you use, and why? Jun 8, 2025 · Then we calculate the time to render a frame, which at 60 FPS should be about 16666666. So i searched for Frame Independent Movement and i pick up this: movementPerSecond * (timeElapsedInMilliseconds May 16, 2018 · I've already made a few programs using SDL2. Fps will increase up to 200 or will be unstable. May 25, 2024 · Another thing we can do with SDL timers is manually cap the frame rate. Re: Uint32 - that is what SDL_GetTicks() returns. You could instead have the user specify the frame rate in the function (e. NOTE: In this video I set the frame rate in terms of 'milliseconds' delay. . g. Feb 24, 2014 · Here we do our event handling. For this demo, we're going render our frame normally, but at the end of the frame we're going to wait until the frame time is completed. Mar 11, 2012 · So if the fps class (which also ACTUALLY regulates the framerate) is outside of the loop, there is no control, and if it is inside, there is, but the update class has to be with it or else it crashes. If i have a slow pc the block will move slow. My monitor is 60Hz and the other is up to 75Hz. 6667, we want it to sleep for 10000000 nanoseconds, which we do with SDL_DelayNS. Basically, it will cap your FPS for you. Sep 22, 2015 · SDL_GetTicks() returns number of milliseconds; FPS_INTERVAL specifies number of seconds (here - 1) to count the frames; it is multiplied by 1,000 to get number of milliseconds. However I'm finding that even though my program is lagging a lot and skipping a lot of frames (even though it's running at a 6 i am creating a game with C++ and SDL2 game engine but i noticed this. Basically this turns the FPS cap on/off when the user presses enter, and quits the program when the user wants to X out. If the frame rendering took (for example) 6666666. You typically don't need a variable to turn the frame regulation on/off when you're capping the frame rate in an actual game, but it's here in this program so you can see the difference between regulated and unregulated frame rate. I understood that this depends by the monitor frame rate. Frame rate wasn't much of an issue since I never planned to release those programs and just used the SDL_RENDER_PRESENTVSYNC to cap the frame rate to 60 Mar 30, 2010 · I'm trying to make an SDL program that runs with a constant frame rate. 6667 nanoseconds. To use it, you must enable VSync when creating your renderer. 60), then just do 1000/60 at the top of So I've been playing around with hard coding in an FPS limiter with SDL2 and between some articles and tutorials I've come up with this function for my main game setup class. To do so, simply pass the flag SDL_RENDERER_PRESENTVSYNC to SDL_CreateRenderer (). Ideally, you draw at the native framerate of the display. If i have a fast pc the block will move fast. Sorry if my english is bad but for example this: I want a block moving 5 pixels per frame. Here we'll disable vsync and maintain a maximum frame rate. If i use this game with another monitor, fps are different (for example 75). ejtjb sar pujk qkcuij kmbuc dmnmhwa uulu avvca fnhwu uqmmmm