Sorry Mr Brine, the code you've made is essentially as effective as waittimer. The likely reason it looks better at 75 is that your monitor displays at 75hz.
Oh and apologies, there was a bit of nonsense in my explanation above. The glitch is not due to the game logic being unable to draw at the right time, it's how much an object moves in a refresh frame.
Say in a second an object moves 120 pixels. Now at 60 this would move smoothly as it computes as exactly 2 pixels pre refresh (120 pixels/60 frames)=2 pixels a frame.
But in 85, this doesn't quite work.
(120 pixels/85 frames)=1.4117647058823529411764705882353
And there's not enough precision in a floating point number for that. So it ends up unevenly divided amoungst the frames, in at least one frame, the object will move too far or too little. A dreaded remainder.
To be honest most gamers would not care about this, I guess I've been spoiled by too many SNES and Arcade games.
Oh and apologies, there was a bit of nonsense in my explanation above. The glitch is not due to the game logic being unable to draw at the right time, it's how much an object moves in a refresh frame.
Say in a second an object moves 120 pixels. Now at 60 this would move smoothly as it computes as exactly 2 pixels pre refresh (120 pixels/60 frames)=2 pixels a frame.
But in 85, this doesn't quite work.
(120 pixels/85 frames)=1.4117647058823529411764705882353
And there's not enough precision in a floating point number for that. So it ends up unevenly divided amoungst the frames, in at least one frame, the object will move too far or too little. A dreaded remainder.
To be honest most gamers would not care about this, I guess I've been spoiled by too many SNES and Arcade games.