As you can see from the title, I'm working on a game using pixel art. To archive that, I create a 160x90 texture, draw everything onto that and scale it up. But the player in this game only moves about 10 pixels per second in some places. Luckily, the position isn't stored in pixels, but as a float, so the player can also be at (10.234, 3.76543). Because the map is big, the player is always centered on the screen and the world moves, instead. But as of my current implementation, I round the player's position to whole pixels in each update call. Otherwise, the engine would place all the world's sprites between the pyhsical pixels and they would be interpolated and look very unsharp and not very pixel-artish.
And there comes the problem: because the player moves just 10px/sec, the world only moves on the screen every 1/10 second. And that, of course looks like the game was running at 10 fps (it actually runs at 60fps).
So what is the recommended approach for that? Should I stick to what I current have got or should I let the graphic card do what it wants to do and let it interpolate the pixels and simply ignore the blurry effect.
PS: I know this question is similar but the difference is that in his case, he wants to avoid this staircase effect, while in my case, I want to avoid the lag