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Only render when you've done at least 1 logic update. If you have not done any logic update (too fast) sleep for about 1ms and check again. I found that on some OSes calculating the sleep time caused the timing to always be off by a good margin. It's not an issue on Android or iOS but I got into the habit of using 1ms sleep for action games and calculating ...


5

There is literally no good option other than testing on a range of target hardware. Simply testing on slower hardware isn't enough. Older cards are often on different driver series, meaning that they support a lower version of Direct3D or OpenGL. Cards of similar speeds but from different manufacturers will have different behavior. The behavior can differ ...


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If you want to stick with the hardware route, you may want to invest into a Dual-PCI motherboard specifically for this scenario. In my previous setup I had a GTX970 and an older GT640. Switching between GPUs will require you to reboot, go into BIOS and select a primary. I've since dumped the 640 in favor of the built-in HD4400 in my i7 4770K. Check your CPU ...


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I have found that fixed timesteps synchronized to 60fps gives mirror smooth animation. This is especially important for VR applications. Anything else is physically nauseating. Variable timesteps are unsuited for VR. Have a look at some Unity VR examples which use variable timesteps. It is unpleasant. The rule is if your 3D game is smooth in VR mode, it ...



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