I'm trying to understand if this is avoidable, or it's something I just have to deal with when using XNA.
I made a new game project and loaded simple 16×16 cursor image to draw each frame at exact cursor coordinates, but even with
TargetElapsedTime set to
IsFixedTimeStep = false, it seems as if the game does all calls one host frame late. Game cursor is always visible a few pixels behind the real one.
Can this be fixed somehow, or is there no way around it?