int CGraphicsBackend_SDL_OpenGL::WindowActive()
{
return SDL_GetWindowFlags(m_pWindow) & SDL_WINDOW_INPUT_FOCUS;
}
This is our condition for when it uses the inactive refresh rateint CGraphicsBackend_SDL_OpenGL::WindowOpen()
{
return SDL_GetWindowFlags(m_pWindow) & SDL_WINDOW_SHOWN;
}
And this is what is used, if the GPU should render if the window isnt shownSo you end up having very bad CPU frame times, which causes the GPU frametimes to try to keep up with it by firing more frames