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Most games separate the visual framerate from the physical framerate. The gameplay itself is always calcualted with a fixed number of frames per second, but the drawing only happens when there is time left. That means the game might run at 60 fps internally but only show you 20 of those frames on the screen. This works quite well because in most games the ...


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If this is the code you wanted to use for a borderless window, here's the VB.NET version (it's untested as I don't have XNA on this machine) Dim hWnd As IntPtr = Me.Window.Handle Dim control = System.Windows.Forms.Control.FromHandle(hWnd) Dim form = control.FindForm() form.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None Is there a reason you ...


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Disabling "multithreaded rendering" from Player Settings > Other settings might work (As these guys have pointed out) My own experience was some postprocess effect was horribly conflicting with the hardware I was developing on (though mine was PC). I found out the culprit by deactivating everything (gameobjects and components) in the scene one by one. (I ...



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