如果你不想花心思在预报函数上,转而使用使用最大帧速率,你会发现在低速和高速硬件都获得正确的游戏更新速率会很棘手。
If you don't want to bother with a prediction function, you can work with a maximum frame rate, but finding the right game update rate for both slow and fast hardware can be tricky.
关键方案的其他示例可以是动画序列所需的帧速率或者应用程序所允许的最大工作集。
Other examples of key scenarios could be the desired frame rate for animation sequences, or the maximum working set allowed for the application.
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