I work on a 2D game engine that has a function called LimitFrameRate to ensure that the game does not run so fast that a user cannot play the game. In this game engine the speed of the game is tied to the frame rate. So generally one wants to limit the frame rate to about 60 fps. The code of this function is relatively simple: calculate the amount of time remaining before we should start work on the next frame, convert that to milliseconds, sleep for that number of milliseconds (which may be 0), repeat until it's exactly the right time, then exit. Here's the code:
public virtual void LimitFrameRate(int fps)
{
long freq;
long frame;
freq = System.Diagnostics.Stopwatch.Frequency;
frame = System.Diagnostics.Stopwatch.GetTimestamp();
while ((frame - previousFrame) * fps < freq)
{
int sleepTime = (int)((previousFrame * fps + freq - frame * fps) * 1000 / (freq * fps));
System.Threading.Thread.Sleep(sleepTime);
frame = System.Diagnostics.Stopwatch.GetTimestamp();
}
previousFrame = frame;
}
Of course I have found that due to the imprecise nature of the sleep function on some systems, the frame rate comes out quite differently than expected. The precision of the sleep function is only about 15 milliseconds, so you can't wait less than that. The strange thing is that some systems achieve a perfect frame rate with this code and can achieve a range of frame rates perfectly. But other systems don't. I can remove the sleep function and then the other systems will achieve the frame rate, but then they hog the CPU.
I have read other articles about the sleep function:
- Sleep function in c in windows. Does a function with better precision exist?
- Sleep Function Error In C
What's a coder to do? I'm not asking for a guaranteed frame rate (or guaranteed sleep time, in other words), just a general behavior. I would like to be able to sleep (for example) 7 milliseconds to yield some CPU to the OS and have it generally return control in 7 milliseconds or less (so long as it gets some of its CPU time back), and if it takes more sometimes, that's OK. So my questions are as follows:
- Why does sleep work perfectly and precisely in some Windows environments and not in others? (Is there some way to get the same behavior in all environments?)
- How to I achieve a generally precise frame rate without hogging the CPU from C# code?