寻找非常精确的delta时间计数器.想要限制闪电战游戏中的帧数



我想做的是:

start a timer;
calculate and render stuff;
wait until time==enough;

首先;我听说windows中的GetTickCount函数的精度很低。这是真的吗?

第二;如果它不准确。我应该用什么代替?

第三;有没有其他方法可以限制基于闪电战的游戏中的帧数?

假设这是针对windows的,请注意,Visual Studio 2012和2013只使用std::chrono::high_resolution_clock的标准ticker(默认64hz,BeginTimePeriod()为1000hz可选),因此最好使用性能计数器,它在Vista及更高版本上运行的频率约为3mhz(或XP上的cpu时钟频率)。以固定频率运行的线程的示例,并且与Windows XP兼容,其中睡眠(1)可能需要长达2毫秒的时间。dwLateStep是一种调试辅助工具,每次周期过长时都会增加(如果可能的话,它会赶上)。延迟是基于计数器的原始读数(使用uWait和uRem),因此在很长一段时间内不会发生漂移。

typedef unsigned long long UI64;        /* unsigned 64 bit int */
#define FREQ    400                     /* frequency */
DWORD    dwLateStep;                    /* late step count */
LARGE_INTEGER liPerfFreq;               /* 64 bit frequency */
LARGE_INTEGER liPerfTemp;               /* used for query */
UI64 uFreq = FREQ;                      /* process frequency */
UI64 uOrig;                             /* original tick */
UI64 uWait;                             /* tick rate / freq */
UI64 uRem = 0;                          /* tick rate % freq */
UI64 uPrev;                             /* previous tick based on original tick */
UI64 uDelta;                            /* current tick - previous */
UI64 u2ms;                              /* 2ms of ticks */
UI64 i;
    /* ... */ /* wait for some event to start thread */
    QueryPerformanceFrequency(&liPerfFreq);
    u2ms = ((UI64)(liPerfFreq.QuadPart)+499) / ((UI64)500);
    timeBeginPeriod(1);                 /* set period to 1ms */
    Sleep(128);                         /* wait for it to stabilize */
    QueryPerformanceCounter((PLARGE_INTEGER)&liPerfTemp);
    uOrig = uPrev = liPerfTemp.QuadPart;
    for(i = 0; i < (uFreq*30); i++){
        /* update uWait and uRem based on uRem */
        uWait = ((UI64)(liPerfFreq.QuadPart) + uRem) / uFreq;
        uRem  = ((UI64)(liPerfFreq.QuadPart) + uRem) % uFreq;
        /* wait for uWait ticks */
        while(1){
            QueryPerformanceCounter((PLARGE_INTEGER)&liPerfTemp);
            uDelta = (UI64)(liPerfTemp.QuadPart - uPrev);
            if(uDelta >= uWait)
                break;
            if((uWait - uDelta) > u2ms)
                Sleep(1);
        }
        if(uDelta >= (uWait*2))
            dwLateStep += 1;
        uPrev += uWait;
        /* fixed frequency code goes here */
        /*  along with some type of break when done */
    }
    timeEndPeriod(1);                   /* restore period */

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