我现在正在尝试编写简单的渲染器,它将以60Hz调用渲染方法,并为其他人节省额外的时间来节省CPU周期.
我遇到了一个简单的问题
while(m_Running){
//start meassuring whole frame time
t0 = System.nanoTime();
render();
//meassure time spent rendering
t1 = System.nanoTime();
if(t1
try{
diff = nextRedraw-t1;
ms = diff/1000000;
ns = (int) (diff-(ms*1000000));
Thread.sleep(ms, ns);
}catch(InterruptedException e){
Logger.logWarning("Renderer interrupted!",e);
}
//while(System.nanoTime()
}
//meassure time spent sleeping
t2 = System.nanoTime();
nextRedraw = t2+m_RedrawTimeout;
long frameTime = t2-t0;
long renderTime = t1-t0;
long sleepTime = t2-t1;
long fps = 1000000000/frameTime;
}
它运行良好,但远远没有预期的60fps,而是它跳过值
FPS: 63 Frame: 15,7ms Render: 2,0ms Sleep: 13,7ms
FPS: 64 Frame: 15,5ms Render: 2,0ms Sleep: 13,5ms
FPS: 63 Frame: 15,7ms Render: 2,1ms Sleep: 13,5ms
FPS: 59 Frame: 16,7ms Render: 2,8ms Sleep: 14,0ms
FPS: 64 Frame: 15,5ms Render: 2,2ms Sleep: 13,3ms
当我尝试使用忙等待时,结果更加一致并且更接近我想要的fps目标.
FPS: 60 Frame: 16,4ms Render: 2,0ms Sleep: 14,5ms
FPS: 60 Frame: 16,4ms Render: 2,0ms Sleep: 14,4ms
FPS: 60 Frame: 16,4ms Render: 2,0ms Sleep: 14,4ms
FPS: 61 Frame: 16,3ms Render: 2,4ms Sleep: 13,8ms
FPS: 61 Frame: 16,3ms Render: 2,1ms Sleep: 14,2ms
FPS: 60 Frame: 16,4ms Render: 2,0ms Sleep: 14,4ms
我想避免这种情况,因为可以理解的CPU缺点.我知道睡觉的时间少于必要的时间并且在剩下的时间内循环是准确的,但这看起来有点笨重.
我的问题是,是否忙于等待以某种方式通过编译器优化,或者是否有其他方法来达到类似的时间?
任何帮助,将不胜感激.
亲切的问候,
Vojtěch
注意:我使用System.nanoTime();为了使事情更准确,它没有帮助,但我不知道它有任何性能缺陷
注意:我知道睡眠是非常不准确的,但我没有找到任何其他选择