Though I completely agree with that point of view. There is a single obstacle when you are enabling vsync. If you're game's main run cycle is frame based then you will be restricted to 60 game cycles. (or whatever else your monitor runs at)

I think I'm asking for a time-based movement response just by mentioning it.

But how do you avoid your game from just sitting there after calling a flip when you've got more processing to do beyond just the graphics? And is there really only one way to do it?


I however do not need such things as 50 FPS suites my current game just fine. So I'm forcing vsync. [size=9px](unless those of you are truly hurting for it to be off have it set of always off)[/size]

However I believe I've found my function!
[pascal]wglSwapIntervalEXT(1);[/pascal]

This bad boy will turn on vsync for all you 60Hz fans out there. :thumbup: a 0 value however will turn it off.