I'm trying to decouple the framerate from Update() so i can have more than 60 FPS.
I saw this post with
private void graphics_ModifyDevice(object sender, ModifyDeviceEventArgs e)
{
e.GraphicsDeviceInformation.PresentationParameters[0].PresentationInterval = PresentInterval.Immediate;
}
but couldnt get that to work... any help/ideas
I know I'll have to use the ElapsedRealTime in my FPS code but not sure where to put it at.

Framerate decoupling
Slugger25
SKK*
First, Add a handler to handle the PreparingDeviceSettings event of your graphics object.
graphics.PreparingDeviceSettings += new EventHandler<PreparingDeviceSettingsEventArgs>(graphics_PreparingDeviceSettings);
In the PreparingDeviceSettings event, set the PresentationInterval to Immediate.
void graphics_PreparingDeviceSettings(object sender, PreparingDeviceSettingsEventArgs e)
{
e.GraphicsDeviceInformation.PresentationParameters.PresentationInterval = PresentInterval.Immediate;
}
Tigers21
yes, but in effect limiting the FPS to 60 again which would defeat the purpose!
Eugene S.B.
markgrif
SQLIdiot
How would you go about doing this I'm new to directX and c# (i know c++ and used opengl every now and then)
Noorul Ahmed
gougliak
cause its updating around 10,000 times a second (no models or anything yet, want to get my test base perfect first)
thanks man