Take the 2-minute tour ×  I had some input problems which can be
partially solved by unlocking game update rate. Now the input
updates as fast as possible, but the game also calls the main
Draw method a lot too. I believe there are some calls that may
be omitted without causing any noticeable problems, and I'd like
to know how I can do it.  I tried using code similar to frame
rate counter code, but it just doesn't work. It either doesn't
skip frames, or skips them all. Here it is:  double time = 0;
protected override void Draw(GameTime gameTime)     double
frameRate = 1.0 / 60;     time +=
gameTime.ElapsedGameTime.TotalSeconds;     if (time > frameRate)
time = time % frameRate;     // the rest of the draw call  When
the game window is active, only dark purple color is visible I
guess that's application's default background color when nothing
is being drawn. When the game window is not active, frame rate
drops from infinity (though I get about 4000 fps) to around 50
(which is unusual, since the default