I’ve been using the following code:
// Turn off vertical screen sync under Windows.
// (I.e. it uses the WGL_EXT_swap_control extension)
typedef BOOL (WINAPI *PFNWGLSWAPINTERVALEXTPROC)(int interval);
PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT = NULL;
wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress(“wglSwapIntervalEXT”);
if (wglSwapIntervalEXT != NULL)
to disable verticle sync, if the extension is supported. Yesterday I upgraded to the new Detonator drivers (43.45) for my GF4. However, now this code above doesn’t seem to work, and the only way I can get vertical sync turned off is to totally disable it in the control panel (even setting it to Off by default doesn’t work). And even when I turn it Off totally when I change my application to fullscreen it turns it back on again, even though I have it turned totally off.
This wouldn’t normally cause a problem, but for some reason when vertical sync is enabled my game engine physics, controls and animation runs slightly slower.
Has anyone had a problem with vertical sync not turning off by code with the new detonator drivers?