Message-Id: <335E5BA8.7CC1@canvaslink.com> Date: Wed, 23 Apr 1997 14:57:44 -0400 From: Tom Grandgent Reply-To: tgrand AT canvaslink DOT com Organization: Canvas Link, Inc. Mime-Version: 1.0 To: Christoph Kukulies Cc: djgpp AT delorie DOT com Subject: Re: timer interrupt - sample code anyone? References: <199704231733 DOT TAA18274 AT gilberto DOT physik DOT rwth-aachen DOT de> Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Precedence: bulk Christoph Kukulies wrote: > > [ - ] > > > > Wow.. I was just experimenting with that last night. I needed > > to measure the number of milliseconds per frame of my game, so > > I made a 1KHz timer. It wasn't quite enough, so I tried making a > > 10KHz timer. (Both of these incremented a global 32 bit value.) > > The 1KHz timer had no apparent effect on the game, but the 10KHz > > timer knocked the framerate down from around 72Hz to about 68-69Hz. > > Just curious: How did you know it *was* 72Hz? :-) Ok, I have a system of measuring the frame rate in my game that I think is pretty foolproof. I have a variable called frame_count that is incremented at the end of every frame. I then have an ISR which is called once per second. In this ISR, I copy frame_count into a variable called fps, then I set frame_count back to 0. So, the frame_count is always counting up until a second has passed, then it gets reset and the measured fps variable is updated. I think this system seems completely accurate.. It is literally counting the frames that were drawn during each second. :) The only disadvantage to this is that the known frame rate is only updated once a second, but that is no longer a problem for me. Tom Grandgent tgrand AT canvaslink DOT com Canvas Link, Inc.