What's the best way to deal with a situation that may arise where a user has two or more monitors with different resolutions and vertical sync intervals?
This would apply when a game has a fixed timestep, and is running in windowed mode: if one monitor has a frame rate of 60.056, and the other has a frame rate of 59.94, vertical sync will ultimately fail to do its job if the game window is moved from the primary screen to another.
Temporal aliasing will also occur, as the timestep is not properly attuned to the other sync rate. How do games typically deal with this issue, if at all?
n
in less thanO(n)
complexity (optimallyO(1)
), then none of what I said applies. Interactive simulations don't tend to work like that though. – Panda Pajama Nov 19 '13 at 2:39