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Oct
13
awarded  Supporter
Aug
5
comment Mitigating the noticability of a frame drop in XNA
I like that way of checking for a garbage collection. Unfortunately it didn't tell me anything more, as it seemed to happen at the same time as my other garbage collection tester, which was still independent of a frame skip. I've also had very little luck getting the CLR profiler to work. It just shows 0 for all the memory information. I'll have to give it another try. IsRunningSlowly is also never set to true, with a fixed or unfixed timestep, so it really probably is a refresh rate problem. Is there really no great way to adapt or mask that when it happens?
Aug
4
awarded  Editor
Aug
4
revised Mitigating the noticability of a frame drop in XNA
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Aug
4
comment Mitigating the noticability of a frame drop in XNA
I figured something like that would be the culprit. Unfortunately it does make a visible artifact, and I'm looking for a way to mitigate how noticeable that is. When dealing with physics I can actually use that little leftover time to blend the positions of the objects cleanly. That's a lot harder to do for monitor refreshes though. As for your edit, I would assume that would still cause a hiccup, because the 60hz fixed timestep would be out of phase with the ~60hz monitor refresh.
Aug
4
awarded  Student
Aug
4
asked Mitigating the noticability of a frame drop in XNA