on 24-04-2012 06:17 PM
Am I the only one that notices this? I thought it might be worthwhile mentioning, hoping that the SDK crew picks it up.
25-04-2012 12:54 PM - edited 25-04-2012 12:55 PM
Just tried putting Thread.Sleep(300); in my update loop and I have a very slow game now, so it's not ignored here.
I suggest the problem lies somewhere else ![]()
edit: assuming you mean in the simulator, if device it might be a device thing
on 25-04-2012 06:25 PM
It's not ignored for me either in the simulator. I don't have any idea about how it works on devices though.
on 02-05-2012 08:00 AM
on 04-05-2012 10:04 PM
on 09-05-2012 11:06 AM
Sorry I meant CBtom12 ![]()
We have not been able to observe the problem on a PS Vita or in the Simulator. If you are able to provide more info on the circumstances of problem, that would be useful.
You could use the following to measure it
Stopwatch timer = new Stopwatch();
timer.Start();
Thread.Sleep(50);
timer.Stop();
Console.WriteLine("Thread slept for " + timer.ElapsedMilliseconds + "ms");
timer.Reset();
Thanks,
James
on 15-05-2013 11:16 PM
I'm having some strange behavior with Thread.Sleep() as well - at least in the simulator. As far as I can tell, whenever I start up a new thread, any existing thread that is sleeping will break out of sleep prematurely.
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