>> Nah that's too conservative to cover input->photon time
>> If you just count present->present
well, you have to get all the steps in there....
the input key press
the polling that picks up the key press
anything you do between the polling that picks up the key press and the update that processes it (probably nothing)
the update that processes the key press
the render of that update's output
and the present of that render
so its not time between subsequent presents, it time from end of one present to the end of the next present that includes all those steps, in a multi-threaded system those presents will not occur back to back. there will be some number of presents (one?) in between, as the two threads "overlap each other in terms of being in phase" so to speak.
>> If you fix the caveman download links, I can do some empirical tests with a 240Hz camera for you.
woah! you're tempting me to release another demo beta! and after getting just the kind of feedback you guys said i would on the last one - "it doesn't run 'cause my PCs screwed up!". <g>
i have 30 of 50 questgens left to implement an then its time for final graphics. i'll up the recommended requirements to 3Ghz and GTX 700 or 900 series, and the framerate limiter up to 30Hz or more. i may be able to go 45Hz without further optimization. SIMSpace and AIRSHIPs are both desiged for 30Hz from the get go. and all of these are pretty easy to change, just add a float multiplier to movement rates. that would be just 3 places in caveman: generic_move(ID) for band members, B2_animal_move(ID,amount) for NPCs and monsters, and move_missile(ID) for projectiles. or in OO terms: BandMember.Move(direction), NonPlayerEntity.Move(amount), and Missile.Move().
maybe then i'll take you up on your offer. but i doubt it will be required.