On 9 Okt., 22:48, Ben Sizer <[email protected]> wrote:

> Smooth movement requires an unchanging velocity, even if frames are
> not rendered at exactly equal intervals. So just decide how many
> pixels per second you want to move (eg. 400), and instead of using the
> constant 10, use (pixels_per_second * dt). For the smoothest motion,
> store the accumulated value as a float but pass a rounded version to
> blit().

Thanks, tried it and seems a bit better!
>
> It would be interesting to know how many fps you actually get when you
> turn the fps limiting off. Most modern platforms should be able to
> give you 60-85 with vsync on for a simple scene, and at that frequency
> you wouldn't need such a high number as 10 pixels each frame. Perhaps
> there is inefficiency elsewhere in your application that is making
> frames take a long time.

I figured out, that vsync was already on, so it was limited to 60fps.
When turning vsync off, I get 160-210fps.
Seems to be relatively smooth now, but the tearing in the big picture
to the left stays...I´ve got no idea how to fix that. There´s always a
wandering line, which seems to cut the pic in two. If I turn vsync off
and alter the fps_limit values, I can see how it influences the line
going up or down, and faster or slower. So it seems, that my vsync is
somehow broken.

Marc
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