   Laggy mouse in release mode
  When I play my game in release mode, the mouse is very jerky, as if windows isn't updated its position often enough. I've tried using a fixed time step and un-fixed. I'm just using GetCursorPos(). Has anyone had this problem before?   
  Is the game hogging a lot of CPU time in release mode as well?   ;  In all my applications I handle the WM_MOUSEMOVE message to determine where the mouse is on the screen.;Quote:Original post by WindryderIs the game hogging a lot of CPU time in release mode as well?It only uses 20%   ;  Make sure you're letting Windows breath by passing messages through which arent handled. Only when there are no more messages left to be handled should you process a game frame.[Edited by - bzroom on April 19, 2010 10:02:35 PM];  I didn't think about that. My teammate wrote the window code:if( GetMessage(&m_msg, m_hwnd, 0, 0) > 0 ){TranslateMessage(&m_msg);DispatchMessage(&m_msg);return true;}// the window has been closedreturn false;I'm thinking it should more like:while( PeekMessage( &m_msg, NULL, NULL, NULL, PM_REMOVE ) ){TranslateMessage(&m_msg);DispatchMessage(&m_msg);if( m_msg.message == WM_QUIT ){return false;}}return true;;  But where is your update?I use a loop like this:while( !EscapeGame ){if( PeekMessage(&msg,NULL,0,0,PM_REMOVE) ){if( msg.message==WM_QUIT )EscapeGame = true;else{TranslateMessage(&msg);DispatchMessage(&msg);}}elseUpdate();}This way all the messages are handled before updating the gameOr:while( !EscapeGame ){while( PeekMessage(&msg,NULL,0,0,PM_REMOVE) ){if( msg.message==WM_QUIT )EscapeGame = true;else{TranslateMessage(&msg);DispatchMessage(&msg);}}Update();//You can do some extra stuff in the very last update, before exiting};  The core engine calls this update method. Then it updates everything else afterward.   ;  I have had the problem before. Try limiting the frame rate to 60fps. I know that sounds like a goofy solution but give it a try and see what happens.My theory on this is that any time you try to force more FPS through the card than the hertz of the monitor you get a strange hardware lag that can cause problems with other hardware. I think microsoft found this same problem because their DX9 samples FPS are all limited to the hertz.[Edited by - ejthayer on April 20, 2010 2:01:48 PM];  Are you drawing your own cursor by getting the cursor position with GetCursorPos ?If so your mouse movement will be effected by the speed of your application ie. if the game runs slow at 15-20 fps the cursor will be laggy.