Anyone know how to enable adaptive v-sync in my own D3D11 app/game? At the moment I'm doing something like this: [source lang="cpp"] ... if (currentFPS >= MAX_F…
14 years, 4 months ago
Anyone know how to enable adaptive v-sync in my own D3D11 app/game? At the moment I'm doing something like this: [source lang="cpp"] ... if (currentFPS >= MAX_F…
14 years, 4 months ago
17 years, 2 months ago
17 years, 2 months ago
Quote:Original post by hplus0603That's not a deadlock; that's an infinite loop, or if you want to use the word "lock" it's a little bit like a live-lock (except there aren't rea…
17 years, 2 months ago
Hi, I'm working on an UDP I/O completion port Client/Server and just stumbled over the ERROR_PORT_UNREACHABLE / WSAECONNRESET problem. Just to recap the problem for those w…
17 years, 2 months ago
Hi, I'm developing my own network protocol (on top of udp) and I'd love to hear some input how to best implement my packet acknowledgement. At the moment I'm giving each packet…
18 years, 3 months ago
Anyone know how to enable adaptive v-sync in my own D3D11 app/game? At the moment I'm doing something like this: …
14 years, 4 months ago
Quote:Original post by hplus0603That's not a deadlock; that's an infinite loop, or if you want to use the word "lock" …
17 years, 2 months ago
Quote:Original post by hplus0603Deadlock how? You can queue another asynchronous read or write from within the I/O completion handler without …
17 years, 2 months ago
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