I have read that it is a good idea to give a 3D program where rendering is involved a rest between rendering. Is this true? Will this reduce CPU load or is that unrelated?
If so, what method do you recommend? Also, does this have anything to do with framerate cap, i.e. cap at 60 fps and if it is not time to render another frame, rest and wait until we need to render another to meet the 60fps mark.
I am using OpenGL and C++.
For simple scenes, this can be a good idea. Otherwise, you’re rendering a scene at 2000 fps, and you really won’t ever get faster than 120 Hz or 60 Hz to the screen so those scenes are wasted. This lower CPU utilization is good when you have other apps you want to run. If you’re running a game that is designed to be the only thing going, then run it at full-bore without such throttling.