I recently tried to play Wolfenstein New Order, I realized that unlocking the framerate makes the game break. why? (sorry for bad english)

  • verdare [he/him]@beehaw.org
    link
    fedilink
    English
    arrow-up
    18
    ·
    1 year ago

    Tying game logic to the framerate doesn’t really have anything to do with single- vs multi-threading. You can properly calculate the time since the last update in a single-threaded engine.

    • Krik@feddit.de
      link
      fedilink
      English
      arrow-up
      12
      ·
      1 year ago

      It’s not about that.

      If the game loop doesn’t run at the same speed as the render loop you’ll get ‘tearing’ - some game objects are at the latest state, some are not. That can cause some funky bugs.

      • verdare [he/him]@beehaw.org
        link
        fedilink
        English
        arrow-up
        3
        ·
        1 year ago

        From my understanding, tearing can occur even if the game logic and render command submission happen on a single thread, since it’s a consequence of the OS compositor sending buffers to the monitor in the middle of rendering.

        • dax@beehaw.org
          link
          fedilink
          English
          arrow-up
          11
          ·
          1 year ago

          correct, but now you’ve just identified two separate types of tearing, both happening at different times. put them together and the perceived frequency will be significantly worse than it was prior.

          being able to zero one of those out and only worry about the other means you can hopefully optimize a better solution - as much as one can when you can’t realistically atomically update the entire display from top to bottom.