what can cause spikey input ET's?
i recently timed the render, input and update for caveman, as was surprised to find a fair amount of variation in the time for input, even with no user input. all the code does is process windows messages for mouse input and poll async key states. even when not moving the mouse or pressing any keys, times could vary from 50 to over 1000 ticks. i didn't have mins and maxes setup, so it don't know what the actual low and high values were, these are about what they appeared to be as the times flashed by on the screen.