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Increase Frame Rate

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  • ? Offline
    ? Offline
    A Former User
    wrote on last edited by
    #1

    Hi,

    I want to increase my frame rate. It's native fixe to 60 FPS. I need to have 75 FPS for Oculus.

    Best regards,
    Robin

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    • jsulmJ Offline
      jsulmJ Offline
      jsulm
      Lifetime Qt Champion
      wrote on last edited by
      #2

      How is your question related to Qt?
      What device is that?

      https://forum.qt.io/topic/113070/qt-code-of-conduct

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      • ? Offline
        ? Offline
        A Former User
        wrote on last edited by
        #3

        Yes you're right. I send you some more contexte.

        I use the OpenGL tutorial of Qt5.5 to work (http://doc.qt.io/qt-5/qtgui-openglwindow-example.html). So I have this class :

        class OpenGLWindow : public QWindow, protected QOpenGLFunctions_4_1_Core
        {
        Q_OBJECT
        public:
        explicit OpenGLWindow(QWindow *parent = 0);
        ~OpenGLWindow();

        virtual void render(QPainter *painter);
        virtual void render();
        
        virtual void initialize();
        
        void setAnimating(bool animating);
        
        QOpenGLContext* GetContexte();
        

        public slots:
        void renderLater();
        void renderNow();

        protected:
        bool event(QEvent *event) Q_DECL_OVERRIDE;

        void exposeEvent(QExposeEvent *event) Q_DECL_OVERRIDE;
        

        private:
        bool m_update_pending;
        bool m_animating;

        QOpenGLContext* m_context;
        QOpenGLPaintDevice* m_device;
        

        };

        I set the boolean animation to true. And this function call my randerer at 60 FPS. I want to increase this value to 75 FPS.

        void OpenGLWindow::renderNow()
        {
        if (!isExposed())
        return;

        bool needsInitialize = false;
        
        if (!m_context) {
            m_context = new QOpenGLContext(this);
            m_context->setFormat(requestedFormat());
            m_context->create();
        
            needsInitialize = true;
        }
        
        m_context->makeCurrent(this);
        
        if (needsInitialize) {
            initializeOpenGLFunctions();
            initialize();
        }
        
        render();
        
        m_context->swapBuffers(this);
        
        if (m_animating)
            renderLater();
        

        }

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        • ? Offline
          ? Offline
          A Former User
          wrote on last edited by
          #4

          Ok,
          So I put the Swap Interval to 0 and I use a QTimer like this :

          QTimer *timer = new QTimer();
          connect(timer, SIGNAL(timeout()), this, SLOT(renderLater()));
          timer->start(1000/75);
          

          And it's works ^^

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