On 26/10/10 01:26, Dan Kegel wrote:
The game runs a secondary timing thread with THREAD_PRIORITY_TIME_CRITICAL, where it simply sleeps for 16ms and sends events to the main thread to tell it that a new frame is needed. On Linux the necessary timing accuracy is not available, so it wavers between 16ms and 20ms.
I thought TICKLESS did away with the timer resolution issues.
Also, I'm not aware of any easy high frequency timers in Windows. Which API does it use?
Shachar