Quote Originally Posted by deathshadow
Which is why most games scale their movement and responses to a system timer (WM_Timer good as always) independant of the rendering engine. You render where it is at the start of the rendering process - you don't update where it is at the same time, you use a separate timer event for that... therin if the frame rate drops because the scene is too complex, the game keeps going at the same speed

That and the fact you could make the physics/movement a separate thread, making better use of all these modern multi-core processors.
So in your honest opinion you think that the only way to break the game cycle limit past the monitor's refresh rate is to go multi-threaded?