   fps regulating
  Hi,I am working on a demo and I was testing it on another computer when I found the framerate to be atrocious.  I tried it on several other machines, and they all varied in framerates.  All of the machines were completely capable of making it render faster, yet they didnt.  Can anyone explain why this is occuring and how to fix it.  I was thinking you could somhow use gettickcount(), but im not usre how to implement it.  Thanks in advance. 
  vsync maybe ? "A soldier is a part of the 1% of the population that keeps the other 99% free"  - Lt. Colonel Todd, 1/38th Infantry, Ft. Benning, GA ;  I can''t answer the question as to why there might have been such a variation on the different systems (not enough info given) ... but I definitely think you''re on the right track with the framerate independent movementgood luck   Joel Martinezhttp://www.codecube.net/ ;  I tried it on multiable machines, all with specs im sure were up to the challenge (if you really want, i could collect the specs, but im sure its not the problem.  The machine I am making it on is lesser than most of the ones I tried it on, and it runs just fine.)  I run the render code inside the message loop, so it renders every time that completes.  I dont really see how to get around this, because windows needs its messages.  Perhaps some sort of timer. ;  Read the article I linked ... it''ll show you how to make the animation/movement independent of the framerate.  this means that regardless of how many framew/sec you''re getting, you''re entity will always move a set amount of pixels per second as opposed to a set amount of pixels per frame.of course, if the framerate is horrible, then you''re not going to get a good game experience anyways.I would suggest implementing that, then if you''re still seeing wildly variant fps, lay out the specs of the different machines and find out what''s different ;  i saw and understand the article, but the problem is the latter, the frame rate is simple horrible (on the order of .2 fps).  The problem I see is that I cant make the windows message loop go any faster.  So even if I catch the time and see how long it was since the last time around, its still a long time for each frame to render.  The system I am programming it on (and it runs just fine) is 1.7 ghz w/128 mb of memory and a 32mb standard video card.  The one I tested it on is 2.4 ghz with 256 memory and a 32 mb rage card.  They both are running XP (with some minor pref differnaces).  Could this be some windows house keeping oversight on my part? 