Sign up ×  I have been having some minor frame drop issues in a
2D XNA game.  To start with, I am a vsync'ed, mixed timestep.
That is:  IsFixedTimestep = false;
graphicsDeviceManager.SynchronizeWithVerticalRetrace = true;
This is combined with a fixed physics timestep of 120hz,
implemented with the pattern used in Fix Your Timestep! to avoid
jittery physics movement. So, Update runs with a variable
timestep, and another Tick runs with a fixed timestep (the idea
is from Unity's Update/FixedUpdate).  When a sprite moves across
the screen at a steady pace, every couple of seconds a
jitter/hiccup is noticable. Some googling around led me to this
forum post several years ago talking about the same issue.  To
test this, I added this code to an Update method:
if(gameTime.ElapsedGameTime.TotalMilliseconds > 22)  Sure
enough, every couple of seconds the log showed a time above 30
milliseconds, usually around 32. Seeing as one frame at 60 fps
is 16.6 milliseconds, it seems that a frame is simply being
lost. I added s