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Upstream bevy_framepace #17975
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A-RenderingDrawing game state to the screenDrawing game state to the screenA-WindowingPlatform-agnostic interface layer to run your app inPlatform-agnostic interface layer to run your app inC-FeatureA new feature, making something new possibleA new feature, making something new possible
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A-RenderingDrawing game state to the screenDrawing game state to the screenA-WindowingPlatform-agnostic interface layer to run your app inPlatform-agnostic interface layer to run your app inC-FeatureA new feature, making something new possibleA new feature, making something new possible
What problem does this solve or what need does it fill?
Frame pacing issues often come up when using bevy. The bevy_framepace crate attempts to fix the issue. The solution used in that crate is primitive but it does work in practice and is used by many users.
What solution would you like?
Upstream the bevy_framepace crate. It should probably live somewhere in bevy_window.
Keep the feature off by default until we have better timing data.
Add the example from the crate to bevy.
The upstreamed version should also include this PR aevyrie/bevy_framepace#50 (this could be done in a separate PR after the upstream)
What alternative(s) have you considered?
Wait until we have better timing data to have a built in frame pacing solution. In practice, many users already use bevy_framepace despite the non-ideal timings.
Additional context
bevy_framepace is commonly recommended by users in the bevy discord so there's a clear need for that crate.