Skip to content

RenderingOptions Class

Definition

Namespace: Brine2D.Rendering

Configuration options for the rendering system.

C#
public sealed class RenderingOptions

Inheritance System.Object → RenderingOptions

Properties
MaxDeltaTimeMs Gets or sets the maximum delta time in milliseconds applied per frame. Prevents runaway physics or update logic after a pause, debugger break, or frame spike. Default: 100ms. Set higher for games with heavy simulation; lower for tighter physics.
MaxParticlesPerFrame Gets or sets the maximum number of particles that can be rendered per frame using hardware instancing. Each particle occupies one 48-byte instance record in the GPU buffer. Memory cost is approximately MaxParticlesPerFrame × 48 × 4 bytes \(1 instance buffer \+ 3 transfer buffers in\-flight\). The default of 20,000 uses ~3.8 MB total. Particles beyond this limit per emitter flush are silently dropped for that frame.
MaxVerticesPerFrame Gets or sets the number of vertices that can be staged per GPU transfer pass.
MsaaSamples Reserved for future MSAA support. Currently only 1 \(no MSAA\) is supported; values greater than 1 are logged as a warning and ignored.
PixelSnapping Snaps sprite/primitive vertex positions to whole pixel coordinates before submitting to the GPU. Eliminates sub-pixel jitter on pixel-art games. Default: true. Disable for smooth sub-pixel movement \(e\.g\., physics\-driven objects at high resolution\).
PreferredGPUDriver Preferred GPU driver backend. If null or Auto, SDL3 will automatically select the best driver for the platform.
TargetFPS Gets or sets the target frames per second for the game loop. 0 = unlimited \(use VSync or monitor refresh rate\).
VSync Synchronizes frame rate with the display refresh rate. Default: true. When disabled, use TargetFPS to cap the frame rate manually.