Search found 90 matches

by RonanZero
Thu Dec 28, 2017 1:13 am
Forum: Support and Development
Topic: 120hz monitor on macOS, LOVE(?) tries to sync to 62 or 65 FPS instead of 120.
Replies: 5
Views: 5260

Re: 120hz monitor on macOS, LOVE(?) tries to sync to 62 or 65 FPS instead of 120.

slime wrote: Thu Dec 28, 2017 1:10 am Keep in mind any call to love.window.setMode will enable vsync by default, unless you explicitly set vsync=false in the table you pass in.
I've updated my post. That was half of the issue
by RonanZero
Thu Dec 28, 2017 12:43 am
Forum: Support and Development
Topic: 120hz monitor on macOS, LOVE(?) tries to sync to 62 or 65 FPS instead of 120.
Replies: 5
Views: 5260

Re: 120hz monitor on macOS, LOVE(?) tries to sync to 62 or 65 FPS instead of 120.

Have you tested other non-love games in macOS? Yes. See bottom of post. Are you running your love game in fullscreen mode? No, but that probably wouldn't make a difference since mac uses borderless full screen (I think? Usually?) Do you get a lot more than 65 fps when vsync is off on a 60hz monitor...
by RonanZero
Wed Dec 27, 2017 7:55 pm
Forum: Support and Development
Topic: 120hz monitor on macOS, LOVE(?) tries to sync to 62 or 65 FPS instead of 120.
Replies: 5
Views: 5260

120hz monitor on macOS, LOVE(?) tries to sync to 62 or 65 FPS instead of 120.

I've successfully connected a 120/144hz (it supports both, but I usually use 120) monitor to my mac and set it to 120hz in system preferences. It generally works perfect on most programs (no jitter), but in my Love2D game when using window.vsync it tries to sync to 60 for some reason instead of 120,...
by RonanZero
Sat Dec 23, 2017 3:01 am
Forum: Support and Development
Topic: LOVE fails with "No matching fbConfigs or visuals found" on Linux (other OpenGL applications work)
Replies: 6
Views: 5494

Re: LOVE fails with "No matching fbConfigs or visuals found" on Linux (other OpenGL applications work)

zorg wrote: Sat Dec 23, 2017 2:38 am I knew i should have linked in the other as well :v
https://askubuntu.com/questions/834254/ ... r-failed-t
Thanks for trying to help but I never installed mesa in the first place and the ldconfig output is normal for me (no mesa files)
by RonanZero
Sat Dec 23, 2017 1:52 am
Forum: Support and Development
Topic: LOVE fails with "No matching fbConfigs or visuals found" on Linux (other OpenGL applications work)
Replies: 6
Views: 5494

Re: LOVE fails with "No matching fbConfigs or visuals found" on Linux (other OpenGL applications work)

https://askubuntu.com/questions/541343/problems-with-libgl-fbconfigs-swrast-through-each-update Just some googling around, may or may not be all that relevant. Here's the verbose output LIBGL_DEBUG=verbose ./love libGL: screen 0 does not appear to be DRI2 capable libGL: OpenDriver: trying /usr/lib6...
by RonanZero
Fri Dec 22, 2017 11:49 pm
Forum: Support and Development
Topic: LOVE fails with "No matching fbConfigs or visuals found" on Linux (other OpenGL applications work)
Replies: 6
Views: 5494

LOVE fails with "No matching fbConfigs or visuals found" on Linux (other OpenGL applications work)

OS: Gentoo Linux LOVE versions tried: 0.8.0 (package) and 0.10.2 (compiled) > love libGL error: No matching fbConfigs or visuals found libGL error: failed to load driver: swrast X Error of failed request: BadValue (integer parameter out of range for operation) Major opcode of failed request: 153 (GL...
by RonanZero
Fri Dec 22, 2017 7:58 pm
Forum: Support and Development
Topic: Increase safety/security of random user scripts
Replies: 6
Views: 4704

Re: Increase safety/security of random user scripts

Nixola wrote: Fri Dec 22, 2017 7:24 am setfenv.
Am I misunderstanding something or is setfenv really just for functions... because files can have more than just functions? How would I use that when requiring files?
by RonanZero
Fri Dec 22, 2017 1:54 am
Forum: Support and Development
Topic: Increase safety/security of random user scripts
Replies: 6
Views: 4704

Increase safety/security of random user scripts

One of my game's main features is that you can add your own code, graphics, sound etc. to the game and distribute it through an in game content browser. I want to give as much freedom as possible for the coders. For example they should be able to download assets including code from an external serve...
by RonanZero
Thu Oct 19, 2017 12:43 am
Forum: Support and Development
Topic: Limiting framerate / timestep when player's GPU doesn't support vsync?
Replies: 4
Views: 3413

Limiting framerate / timestep when player's GPU doesn't support vsync?

My game is fixed-timestep based. 60 updates per second. Some players with old GPUs / cheap laptops have an issue where the framerate is above 60, completely uncapped, causing it to speed up, even though I have vsync enabled in conf.lua and added cases for higher hz monitors. I don't *need* a 60fps l...