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Time based rendering

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QueryPerformanceCounter has smaller granularity than timeGetTime so QPC is more accurate. QPC supposedly isn't supported by *all* hardware (I've never seen this for myself).

I use QPC strictly. But that's just cause I'm a joeshmoe garage gamer.

A good timer would be able to use QPC and fall back onto timeGetTime if QPC can't be used.

No matter what method you choose make sure to average the results from both timer functions over the last 10ish frames to prevent jerkyness.

Hope that helps =)

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