by chmmr » Sat Mar 03, 2012 11:33 pm
I tried that console command, and it doesn't appear to do anything - the framerate reported with vid_fps set to 1 goes up and down exactly as it does when vid_vsync is 0.
I poked around in the source code, src/v_video.cpp specifically, and while I'm not very familiar with the codebase, it looks like the vid_vsync and vid_refreshrate cvars don't actually end up changing anything in the DFrameBuffer class.
Besides this, vertical sync (vsync) and framerate lock aren't always the same thing - some engines just happen to tie them together in implementation. Vertical sync means that the game waits until a frame has been completely drawn to screen before starting to draw the next frame. Framerate lock means that the game waits with precise timing as needed to draw frames at a consistent rate over time. In some engines, vsync means that the framerate is locked to the refresh rate of the monitor. ZDoom doesn't appear to do any of those.
I could be wrong about all this, like I said I'm not familiar with ZDoom's internals. But as far as I can observe with the FPS reporting, what I requested above doesn't currently exist.
I tried that console command, and it doesn't appear to do anything - the framerate reported with vid_fps set to 1 goes up and down exactly as it does when vid_vsync is 0.
I poked around in the source code, src/v_video.cpp specifically, and while I'm not very familiar with the codebase, it looks like the vid_vsync and vid_refreshrate cvars don't actually end up changing anything in the DFrameBuffer class.
Besides this, vertical sync (vsync) and framerate lock aren't always the same thing - some engines just happen to tie them together in implementation. Vertical sync means that the game waits until a frame has been completely drawn to screen before starting to draw the next frame. Framerate lock means that the game waits with precise timing as needed to draw frames at a consistent rate over time. In some engines, vsync means that the framerate is locked to the refresh rate of the monitor. ZDoom doesn't appear to do any of those.
I could be wrong about all this, like I said I'm not familiar with ZDoom's internals. But as far as I can observe with the FPS reporting, what I requested above doesn't currently exist.