Uh that is what I am doing?
The 30MS i am talking about is the DT since the last refresh

position += dt * factor

But with the time being all over the place it makes for very unsmooth
animation.

On Jun 27, 10:56 am, Luke Paireepinart <[email protected]> wrote:
> Gachuk wrote:
> > Well with my example above i'm not sure if Vsync is enabled, I know if
> > you create a window then vsync will be by default.
>
> > With Tristam suggestion of updating as fast as possible i.e. with
> > schedule not schedule_interval and letting vsync control the FPS then
> > I do get more often than not 16ms.
> > However I do get an alarming amount of stray 30ms timings, now while
> > as I said I appreciate you may get some variance, the amount of times
> > you get 30ms crop up is quite alarming atleast several per second.
>
> > So i'm still at a loss as to what to do, it's quite a limiting problem
> > because it is preventing me from having smooth animation, which is
> > kind of important in a game (or in most multimedia apps)
>
> Why don't you just advance your animation between frames by the amount
> of time that has passed since the last refresh?  that's what people
> normally do, is it not?
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