@Kamigaku wrote:
I'm trying to build play with MonoGame and I'm trying basing this regarding the GameTime steps. In my main Game class that is being run in the main entrypoint of my project, I'm doing something like that:
gameScreen.IsFixedTimeStep = true;
gameScreen.TargetElapsedTime = TimeSpan.FromMilliseconds(1000d / 120);With a TargetElapsedTime at about 8ms, the "Draw" method of my current screen should display an ElapsedGameTime of 8ms but it's always displaying me 16ms.
Is it normal? Can't we go lower than 60fps in FixedTimeStep? I've tried to make a custom loop on another running at 120 fps (without going through the MonoGame pre/post-draw) and it's running correctly.
Can you guys give me some hint?
I've fetched few answers before asking my question and some people were talking about the Vsync issue. So i've set up this:
_graphics.SynchronizeWithVerticalRetrace = false;
But the result is the same
Posts: 1
Participants: 1