Shambler, OK good info thanks. So it's not an ATI problem nor a Vsync problem and you have a good video card.
Glad you like the framework, and thanks for the info that the game logic catches up.
Hmm. Here's an interesting test, try blowing things up and see if mid explosion the explosion every goes back to a previous frame (i.e. becomes bigger). This might be hard to spot because the explosions stay on the same frame for a while before moving onto the next one, unlike the moving sprites, which always move each frame.
Ooh, one more thing, if you press D for debug mode and then L for slow motion, do you still see the glitch?
So I'm correct in thinking that ALL the sprites jump at the same time, yes? I wonder if it's anything to do with the anti-input lag code which forces DirectX to catch up on the rendering, it shouldn't be, but who knows?
I'll post another exe in a minute with horizontal and vertical movement and with no anti-input lag fix...
Glad you like the framework, and thanks for the info that the game logic catches up.
Hmm. Here's an interesting test, try blowing things up and see if mid explosion the explosion every goes back to a previous frame (i.e. becomes bigger). This might be hard to spot because the explosions stay on the same frame for a while before moving onto the next one, unlike the moving sprites, which always move each frame.
Ooh, one more thing, if you press D for debug mode and then L for slow motion, do you still see the glitch?
So I'm correct in thinking that ALL the sprites jump at the same time, yes? I wonder if it's anything to do with the anti-input lag code which forces DirectX to catch up on the rendering, it shouldn't be, but who knows?
I'll post another exe in a minute with horizontal and vertical movement and with no anti-input lag fix...