Try frame blending? render at a few intervals around the target time for the 
frame, and average those together?

I woudl also suggest using either texture readback or PBO based readback, both 
which can be asyncronous. That readback mechanism stalls GL and the CPU while 
waiting for glReadPixels to complete. Considering you are doing PAL, it may not 
be an issue, but just out of curiosity, are you certain that you are not 
actually dropping frames?

Put in a patch time -> string with image -> billboard so you can have visual 
timecode stamps on the frames rendered and insure that the delta times between 
frames are constant?

On Dec 25, 2010, at 10:45 AM, Nisar Ahmed wrote:

> Now either it is not possible with these card at all or there is some 
> software level trick that I am missing in my code.
> 
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