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?
