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December 25, 2023 21:56
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Thanks! There are actually APIs for scheduling frames and getting feedback as to when they're presented (usually used for video playback, but no reason games couldn't use them).
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This is a great write-up! This article also reminded me about another one (by Croteam, I think) about fact that, in practice, frame times measured by program are actually different from presentation times, making gameplay at steady vsynched 60FPS (on 60FPS monitor) feel bad unless you force engine to count each frame as 16.66 ms.