How do you synchronise the input-handling, state-updating and rendering threads? If a sprite position is modified due to input, the wrong position of the sprite might be drawn to the screen if the ...
So I wanted to switch to IDirect3DDevice9Ex, purely for the SetFrameLatency function, as fullscreen vsynced D3D seemed to produce noticable input lag. But then it tells me 'ha ha ha! now you can't ...