With the previous version my sample game was running at 120 fps but nowi have a boost to 500 fps. Is this OK or is it a bug with the timer?
Timers have changed in the last lwjgl release, so I don’t know if renanse considered it…
Chman
I have, but the lwjgl timer change basically caps timing to 1ms which near as I can tell only means we are unable to currently calculate fps above 1,000 fps. Fell free to tell me I’m wrong. We’re on an interim build after all.
Ok so the FPS boost does not come fro mthe lwjgl timer…
Maybe kman has updated it’s drivers ? Or was it exactly the same computer ?
exactly the same computer with nvidia geforce 440mx. When i tried the same app in another computer with ATI Radeon 9550 the difference was not that big
Are you using pBuffers at all (Imposters, Render to texture, etc.)?
If so, a few changes I recently made to LWJGLTextureRenderer, coupled with changes made by lwjgl themselves could be accounting for the FPS boost.