On Tue, Oct 26, 2010 at 7:23 AM, Shachar Shemesh shachar@shemesh.biz wrote:
The game runs a secondary timing thread with THREAD_PRIORITY_TIME_CRITICAL, where it simply sleeps for 16ms and sends events to the main thread to tell it that a new frame is needed. On Linux the necessary timing accuracy is not available, so it wavers between 16ms and 20ms.
I thought TICKLESS did away with the timer resolution issues.
There might still be some, and there are lots of knobs to tweak on the kernel, perhaps default settings are not optimal.
Also, I'm not aware of any easy high frequency timers in Windows. Which API does it use?
I think he said Sleep().