Jasoco wrote: ↑Thu Nov 29, 2018 6:21 pm
For some reason 11.2 ignores my vsync setting and causes my game to run over 60FPS, which in my project actually makes it very laggy. I have vsync set to true both in the conf.lua file and being set with the setMode function.
macOS 10.14.
jessemillar wrote: ↑Thu Nov 29, 2018 10:24 pm
My game also runs incredibly quickly on 11.2 (similar to Jasoco) but setting vsync to an integer in conf.lua does not appear to affect the game's render speed.
macOS 10.14 has a broken implementation of OpenGL vsync unfortunately. Hopefully it will be fixed in an OS update. There's nothing we can do to fix it on our side.
It works in 11.1 because that was built with the macOS 10.13 SDK and macOS 10.14 uses legacy codepaths internally when running it (it's also why dark mode doesn't work properly in love 11.1 but does in 11.2).
slime wrote: ↑Fri Nov 30, 2018 1:29 am
macOS 10.14 has a broken implementation of OpenGL vsync unfortunately. Hopefully it will be fixed in an OS update. There's nothing we can do to fix it on our side.
It works in 11.1 because that was built with the macOS 10.13 SDK and macOS 10.14 uses legacy codepaths internally when running it (it's also why dark mode doesn't work properly in love 11.1 but does in 11.2).
I guess this would be a pretty good reason to move away from OpenGL and onto Vulkan or something like that?
Jasoco wrote: ↑Thu Nov 29, 2018 6:21 pm
For some reason 11.2 ignores my vsync setting and causes my game to run over 60FPS, which in my project actually makes it very laggy. I have vsync set to true both in the conf.lua file and being set with the setMode function.
macOS 10.14.
jessemillar wrote: ↑Thu Nov 29, 2018 10:24 pm
My game also runs incredibly quickly on 11.2 (similar to Jasoco) but setting vsync to an integer in conf.lua does not appear to affect the game's render speed.
macOS 10.14 has a broken implementation of OpenGL vsync unfortunately. Hopefully it will be fixed in an OS update. There's nothing we can do to fix it on our side.
Good news, a workaround has been implemented in SDL: https://hg.libsdl.org/SDL/rev/73f3ca85ac0e
The next version of love will include a version of SDL with that change.
Duster wrote: ↑Mon Dec 10, 2018 1:45 am
I noticed there's no 11.2 APK on the bitbucket, is it just pending or is it RIP?
slime wrote: ↑Sun Dec 16, 2018 11:51 pm
Good news, a workaround has been implemented in SDL: https://hg.libsdl.org/SDL/rev/73f3ca85ac0e
The next version of love will include a version of SDL with that change.
Not to rush you or anything, but do you think there will be a 11.3 or will this fix be reserved for something like 12.0?
MissDanish wrote: ↑Mon Dec 17, 2018 11:57 pm
Not to rush you or anything, but do you think there will be a 11.3 or will this fix be reserved for something like 12.0?
slime wrote: ↑Fri Nov 30, 2018 1:29 am
macOS 10.14 has a broken implementation of OpenGL vsync unfortunately. Hopefully it will be fixed in an OS update. There's nothing we can do to fix it on our side.
It works in 11.1 because that was built with the macOS 10.13 SDK and macOS 10.14 uses legacy codepaths internally when running it (it's also why dark mode doesn't work properly in love 11.1 but does in 11.2).
Great. So I should just stick to 11.0 for now? (I don't have 11.1. Just 11.2 which ignores vsync no matter what value I use because of the bug) 11.0 has worked perfectly for me so far. If 11.1 still works, where can I find that? (I keep every Löve version I download for testing older projects when needed)
Jasoco wrote: ↑Thu Jan 10, 2019 5:55 pm
Great. So I should just stick to 11.0 for now? (I don't have 11.1. Just 11.2 which ignores vsync no matter what value I use because of the bug) 11.0 has worked perfectly for me so far. If 11.1 still works, where can I find that? (I keep every Löve version I download for testing older projects when needed)
11.0 and 11.1 crash in macOS 10.14. love 11.3 will include an updated version of SDL which has working vsync on macOS.