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FrameLimiter being ignored for D3D rendering backends #674
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Frame limiting above vsync is not often used so the code may be funky. |
It seems OpenGL and Vulkan are working as intended, as I had VSync disabled |
@CG-SS I did a bit of investigation, and this behavior is caused by Diligent implementation: Diligent for DX11 and DX12 does not allow application to submit any new frames if the frame queue is already full. If you really need this behavior, please request it explicitly and I will push the issue to Diligent maintainers. |
Altho not critical, as a game engine user, I would like to be able to at least have a FPS cap that is higher than the monitor refresh rate, I'm surprised they don't allow this, as it's standard for any game engine in order to allow the user to have better perfomance for lag spikes and some other competitive gaming use cases |
@CG-SS This is related diligent issue: DiligentGraphics/DiligentEngine#279 |
This is more of a question, but it seems that, if using
RenderBackend::D3D12
orRenderBackend::D3D11
, the frames are always limited, that is, currently, for me on a 144 Hz monitor, it can only get up to 144 FPS, but withRenderBackend::OpenGL
orRenderBackend::Vulkan
, the frames are indeed unlimited, I can reach around >700 FPS.Is that intentional?
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