Hi. I’ve put a frame rate counter in my game and it is giving me an average around 60 fps. This is great but I think that the counter is being limited by my monitor refresh rate (I know I read somewhere that that happens under certain conditions). Is there a way to measure my frame rate without it being limited by the monitor refresh rate? I know that the number would be useless, as the frame rate can’t actually go faster than the monitor refresh rate, but I would still like to see it. Also, I am using System.currentTimeMillis() to get the elapsed time between frames. Is this the best way to measure my game’s frame rate and manage my games timer?
PS
I have no idea how to accelerate my images. I am using BufferedImages, can they be accelerated? Maybe I am already accelerating them. I have my game working at full screen and am using a BufferStrategy to draw. Although there seem to be many informative articles about accelerated images, I haven’t yet seen one which simply and concisely shows how to create and display them. For example, if I have a BufferedImage which I want to draw to the screen, how do I make sure that it is accelerated before I draw it? I think that perhaps I’m missing some important understanding of accelerated images. Some links or an explanation would be great.