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Comment on Making an Accurate Sleep() Functionparent

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Which is why you use vsync, ensuring the game renders once for each frame your monitor shows, as opposed to having the game just guess when it should present frames - which can produce tearing or be at the wrong frame rate entirely.

What about when you want to render at half the vsync rate to conserve battery?

That seems easy, just keep the frame around in a buffer and send it twice?

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