" I use 200/250 updates per second as my games tend to be more action than puzzle, so benefit from a higher logic rate."
I did some testing with using a very high logic rate in my own code. Some of my demos update 100's or 1000's of objects per loop.
Good points: Yes, it pretty much wiped out the need for any jitter correction code!! Nice!! The animation was smooth.
Bad Points: Bumped up cpu requirements alot. Pretty much took my older systems out of the target spec loop.
If targeting newer systems, I would probably go with the high freq game logic. But if you want to target a wide variety of old/new machines, I would use a much lower logic rate or switch to using delta time.
I did some testing with using a very high logic rate in my own code. Some of my demos update 100's or 1000's of objects per loop.
Good points: Yes, it pretty much wiped out the need for any jitter correction code!! Nice!! The animation was smooth.
Bad Points: Bumped up cpu requirements alot. Pretty much took my older systems out of the target spec loop.
If targeting newer systems, I would probably go with the high freq game logic. But if you want to target a wide variety of old/new machines, I would use a much lower logic rate or switch to using delta time.