Why Flip for Frontbuffer()?

BlitzPlus Forums/BlitzPlus Programming/Why Flip for Frontbuffer()?

Michael >> I agree, these problems are really bugging me but I realise that a good compromise has to be found. I am quite happy with the smoothness of my game now, it updates on every screen sync but the game also runs at the same rate as the frequency. I solve it by using a multiplier that will scale the movements appropriately with floats, it is not 100% perfect as some things may slightly differ in 60Hz vs 120Hz. I'd be interested to have a look at your engine anyway, just in case. How would your engine cope if vsync is forced off and the game effectively runs at something like 300fps?

So, at the moment, I think I can accept the smoothness vs different refreshrates... and I'll have to use that checker whether vsync is forced off or not on graphics cards.

Stefan