   [solved] Let me have higher than 60fps - vsync off
  I have done a little searching here and through google, but I was unable to find a satisfactory explanation. (also flooded with results that are not about development/programming)How do I have an OpenGL Windows application run at higher than 60 fps?And don't say "60 fps is your monitor refresh rate you can't go higher than that", that is what almost everybody who asked the same thing seems to have been told. I am aware of the monitor limitation, I want to stress test my application and see the frame rate differences to test the performance of my occlusion etc. Every scenario I am able to present the renderer at the moment achieves 60fps - so I cannot test the differrences between situations and optimisation techniques.There seem to be some libraries to work with frame rates, but I don't want to just skip learning the process myself and jump into using a library. Also, I am ok with the whole application (movement speed, etc) going very fast, I need to test different things and I will work out a proper timing system at a later date.Ultimately, I want to disable vsync - I presume I need to use an extension but I cannot find out which.[Edited by - Bozebo on April 26, 2010 8:00:31 AM]
  OK, I dug out a solution:  void vSync(int interval=1){    wglSwapIntervalEXT = (PFNWGLSWAPINTERVALFARPROC)wglGetProcAddress("wglSwapIntervalEXT");    if( wglSwapIntervalEXT ) wglSwapIntervalEXT(interval);  }//vsync onvSync(1);//vsync offvSync(0);;  Which OS are you using?http://www.devmaster.net/forums/showthread.php?t=443http://www.google.com.au/search?q=opengl+vsync+off   ;Quote:Original post by HodgmanWhich OS are you using?http://www.devmaster.net/forums/showthread.php?t=443http://www.google.com.au/search?q=opengl+vsync+offWindows, I said.   ;  Using fps to measure performance is not ideal, especially if you are trying to optimize rendering. Carefully timing the parts of the code you are trying to optimize is much better. Read more about it  here  (if you're interested ;-)   ;Quote:Original post by Marco81Using fps to measure performance is not ideal, especially if you are trying to optimize rendering. Carefully timing the parts of the code you are trying to optimize is much better. Read more about it  here  (if you're interested ;-)That sounds like a good idea, thanks.   ;  Here is the Wikihttp://www.opengl.org/wiki/SwapInterval_aka_vsync