Hi everyone,
In my current application, I am using

    def update(dt):
        # update stuff

    pyglet.clock.schedule_interval(update, 1.0 / 60.0)

and

    @window.event
    def on_draw():
        # draw stuff

for my basic "game loop" (drawing and updating the game). My needs are
simple. I want "update" and "draw" to be called approximatively 60
times per second.
However, I've been having a lot of issues with this way of doing
things even though the documentation seems to recommend it.

First, if vsync is enabled, update will be called with varying
timesteps. Even though it should be called around 60 times per second,
I often end up with a call every 30th of a second and get an average
update per second varying between 30 and 60.

Disabling vsync fixes that issue and gives me a constant 60 update per second.

Second, if I disable vsync, my draws per second (fps) become very
high. Averaging around 400 fps.
This is problematic since my extremely simple game now takes up over
80% of my cpu.

I tried using pyglet.clock.set_fps_limit() but it doesn't seem to be
doing anything.

The recommended way of doing a "game loop" is simple and I can see the
advantages. However, I'd like to have more control over it.
Has anyone experienced similar problems ?
Am I doing something wrong ?

Thanks in advance for the help !

--
Guillaume S.
guisim.com

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