On Mon, Jun 03, 2019 at 08:38:02AM +0200, alf wrote:
> Hello, 
> On Sun, Jun 02, 2019 at 10:58:39AM +0300, Leonid Bobrov wrote:
> > So, I've made some progress in my fork. snd_openal module is removed,
> > snd_qf should do a great job. I've also got rid of all GNU extentions
> > and deprecated registers in C++17. So far this game compiles with one
> > warning, but compiler prints a mess, so I've silenced it with
> > -Wno-user-defined-warnings flag, now it can be built with -Werror flag.
> > The install target is added to CMakeLists.txt, also warsow_2.1 branch
> > from https://github.com/Qfusion/qfusion/ is merged (note: I didn't
> > bother applying patches from that branch to Android because Android
> > support was not ready in this game anyway).
> > 
> > All relevant patches are sent to https://github.com/Qfusion/qfusion/
> > and this game was tested at OpenBSD, DragonFly BSD and NetBSD (couldn't
> > test at FreeBSD due to kernel panic coming from radeonkms module).
> > 
> > Note that FPS limiter is buggy: if you set limit to 60 you'll get 33 FPS
> > and if you set limit to 500 you'll get 100 FPS, so far it happened only
> > at OpenBSD, so I have no idea is that a problem in game or in OpenBSD.
> 
> 
> Most likely there's some usleep somewhere with very small sleep intervals.
> Since OpenBSD's default tic-rate is 100 on most machines, it can not
> sleep for shorter periods then 1/100 sec.
> I ran into this in fodquake (QW client), try to use a custom kernel with
> a ticrate > 1000 (I used 5000 to 10000 without any problems).
> IIRC its
> HZ 10000
> in the kernel config.
> 
> Good luck,
> 
> Alf
> 

Hi!

I don't understand why OpenBSD has such a default, but how do other
games implement FPS limiters to avoid such problem?

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