Original Post
As far as I've read the book, it says that draw will be called immediately after update, which suggests a relationship of 1 to 1 between update and draw calls.
However simple testing has proven this to be false, if you place a trace line in both update and draw calls in the platformer demo, you will find that in a fast computer, this relationship tends to be between 3 and 2 to 1.
Of course a trace instruction run on every update and draw is on itself dropping down performance, since text print operations tend to be very time consuming, but the point is proven just the same, there is not a direct relationship between update and draw calls.
My question comes to the GameTime values, what time interval is it really being measured? is it time between updates? what relevance is in the game time parameter received in the draw call?
Would it be possible to track update intervals and draw intervals separately? to for instance update the progression of strictly graphic animations (animations that have no impact on logic) only on draw calls reducing the cost of update and leaving it for other more critical tasks?
What are the specific changes of IsFixedTimeStep and SynchronizeWithVerticalRetrace separately and in combination?
However simple testing has proven this to be false, if you place a trace line in both update and draw calls in the platformer demo, you will find that in a fast computer, this relationship tends to be between 3 and 2 to 1.
Of course a trace instruction run on every update and draw is on itself dropping down performance, since text print operations tend to be very time consuming, but the point is proven just the same, there is not a direct relationship between update and draw calls.
My question comes to the GameTime values, what time interval is it really being measured? is it time between updates? what relevance is in the game time parameter received in the draw call?
Would it be possible to track update intervals and draw intervals separately? to for instance update the progression of strictly graphic animations (animations that have no impact on logic) only on draw calls reducing the cost of update and leaving it for other more critical tasks?
What are the specific changes of IsFixedTimeStep and SynchronizeWithVerticalRetrace separately and in combination?