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Home/ Questions/Q 6837081
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Editorial Team
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Editorial Team
Asked: May 26, 20262026-05-26T23:26:01+00:00 2026-05-26T23:26:01+00:00

while( quit == -1 ) { // Did user quit? while( SDL_PollEvent( &sdlEvent )

  • 0
while( quit == -1 )
    {
        // Did user quit?
        while( SDL_PollEvent( &sdlEvent ) )
            if( sdlEvent.type == SDL_QUIT )
                quit = 1;

        // Apply surfaces
        ApplySurface(0, 0, background, screen);

        // Flip the screen
        if( SDL_Flip( screen ) == -1 )
            return 1;

        ++numFrames;
        sprintf( fpsbuff, "FPS: %.0f", (numFrames/(float)(SDL_GetTicks() - startTime))*1000);
        SDL_WM_SetCaption(fpsbuff, NULL);

        // Regulate FPS
        currTime = SDL_GetTicks();
        if( oldTime != 0 )
            if( currTime - oldTime < 60 )
                SDL_Delay(60 - (currTime-oldTime));
        oldTime = currTime;
    }

im trying to lock the FPS to 60, are some of my calculations wrong?

Any other smart way to lock the FPS to a value?

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  1. Editorial Team
    Editorial Team
    2026-05-26T23:26:01+00:00Added an answer on May 26, 2026 at 11:26 pm

    60 FPS ~= 16.7 ms/f. Fix the parameter in SDL_Delay.

    BTW: For the future, get the habit of using ms/f instead of fps – this measure is actually much easier to work with.

    BTW2: 60FPS with SDL? You are going to need hardware acceleration and I’m afraid SDL by itself won’t provide it for you. Consider SDL+OpenGL or SFML perhaps.

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