CPU spinning during V-sync on DesktopGL?

With V-sync on, the DesktopGL build of my game often maxes out a processor core, whereas the DirectX build has the expected low CPU usage. I’m wondering if there’s something about the DesktopGL version that necessitates CPU spin-cycling to synchronize with the vertical retrace that the DirectX version doesn’t need or doesn’t do.

2 Likes

was this a regression from 3.80? which platfroms?..