On 26/10/10 01:26, Dan Kegel wrote:

The game runs a secondary timing thread
with THREAD_PRIORITY_TIME_CRITICAL, where it simply sleeps for 16ms
and sends events to the main thread to tell it that a new frame is
needed. On Linux the necessary timing accuracy is not available, so it
wavers between 16ms and 20ms.
I thought TICKLESS did away with the timer resolution issues.

Also, I'm not aware of any easy high frequency timers in Windows. Which API does it use?

Shachar

--
Shachar Shemesh
Lingnu Open Source Consulting Ltd.
http://www.lingnu.com



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