My game (which, in order to do some tests, currently ONLY displays framerate) runs at about 60fps (even when I set fixedtimestep to false)...xna samples from the site, however, somehow have massive framerates upwards of 1000.
what gives?
My update method does nothing, and my draw method (in pseudocode):
++frameCount;
if (frameCount % 30 == 0)
{
spriteBatch.Begin();
spriteBatch.DrawString(0, 0, 1.0f / gameTime.ElapsedGameTime.TotalSeconds);
spriteBatch.End();
}
This ain't fun. But you watch me, I'll get it done.