Category : cl

In our render-loop we’ve always had a FPS limiter in the form of this_thread::sleep_until(Thisframe + milliseconds(1000 / 60)); but after compiling on the latest version the FPS never went above 32. So played around with the delay and found that any sleep >= 1 micro-second added 5-16ms. Anyone else noticed something similar? // std::this_thread::sleep_for(std::chrono::nanoseconds(N)); ———————————————————— ..

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