Optimal (i.e. power efficient) animation in a DX Game or App

    General discussion

  • What's the best method to continue a render loop when you need to animate something and to not render when you don't need to?

    For example in the DX Sample games they continually update as fast as they can, even when the scene hasn't changed from the previous one. If we're focusing on battery life then we'd only update when there was a change to the scene. Normally I'd do something in the message queue that would then trigger a render (like from user input or a timer message).  Any suggestions as to the optimal strategy to:

    1) render as quickly as possible while an object in my scene says it's animating then;

    2) quit rendering till either I get UI or some event (like a delayed or even randomly timed  animation) need to get fired off then continue animating;

    I'm very open to better architectures;

    ps: its' gotta work with the audio as well so there may be an audio event that gets triggered to change the audio track


    Friday, April 27, 2012 5:14 AM

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  • The metro message event is different from Win32.


    Monday, April 30, 2012 7:19 AM