So I started moving over to reading input in my fixed step Physics() function, but since the fixed time step and the rendering don't always line up this ends up looking a bit "choppy" sometimes. The best I could come up with was to try to fix my frame rate and physics rate at the same speed (60 updates/second).
They don't always line up and get called one after the other, but most of the the time they do and it looks smooth. So now to my question: Is this an acceptable solution? Sometimes the rendering will skip ever so slightly, but in 99% of the case it looks perfect. How is this solved in "AAA" titles? Or should I go for an interpolating solution where I calculate the movement needed in Physics(), but actually interpolate towards the next Physics() inside of Render()?
Edited by fholm, 13 July 2012 - 09:09 AM.