Is it possible to decouple the game and display loops ?
For example, set a game to update the display at 30 fps, but have it run an inner game logic/loop at 120 per second ?
No, not currently.
Ok - thanks for the quick reply !
Just curious but why do you want such a feature?
It something I’ve done with other engines/projects in the past, for things the don’t necessarily need high screen updates - but more game logic, networking, AI, other functionality that benefits from running more often.
I guess a workaround would be to do an early out in the renderscript, i.e. not clearing the screen, for certain frames.
4 Likes
Whats an example of how this might work ?
So I guess disable vsync, set the frame cap to maybe 120 (not sure what happens here if the max the hardware can actually do is 60?) - and then “early out” 3 out of 4 times through the renderscript ?