Quote Originally Posted by Traveler
The movement of sprites has nothing to do with refreshrates. Only with time.
Code:
at game start up, get time
while your game is running 
begin
  calculate elapsed time for current frame 
  save newly retrieved frametime

  Player1.x:= Player1.x * elapsed time
end;
I have looked back on this to see if it is any better than the methods I have tried. How would I go about measuring the time of the frame etc? and getting time? How would I go about implementing the above?

I have a small prob now...game seems to jump even with vsync on...if I measure the frame rate of dxtimer during play I see it is going from between 79-85 (85 being my monitor refresh rate). Why isnt the frame rate steady? I use high priority mode and it seems to work alot better but then my controls go awkward and soemtimes don't respond. I have checked processes but nothinbg appears to be wrong.

maybe I have done something in the code or used an option in dxdraw that slows the game down? Someone mentioned lagcount being able to help in skipping situations?