Nellz,

Yes, this is really hard to figure out, which is why I am posting
here.  I am getting a consistent 40-50 FPS with my pretty complicated
3D app, but I get these wierd frames that take 100-200 msecs to run,
and it is unexplained for me.

NightWolf,

I have instrumented my code to try to see which methods are taking up
the time.  In fact, I have gone a lot finer than just seeing how long
a render takes.  I am timestamping and recording max deltas in several
spots in my movement code and I am timestamping and recording deltas
for the render code.

The delay appears randomly in all instrumented chunks of code, so it
doesn't seem specific to any code.  It seems like "something else"
other than my app.  Also, boosting my priority has helped but not
fixed the problem.  The fact that it helps also seems to point to
something else running.

When the glitch happens between when I have calculated the movement
and when I go to render the movement, then the game stutters.  When
the glitch happens between renders but not in between move and render,
then it is not so bad because the movement is accurately calculated
for the time that expired and the render happens soon afterwards.

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