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Home/ Questions/Q 680415
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Editorial Team
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Editorial Team
Asked: May 14, 20262026-05-14T01:22:13+00:00 2026-05-14T01:22:13+00:00

I’m creating a directx application that relies on the system time (because it must

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I’m creating a directx application that relies on the system time (because it must be accurate),
and I need to run lines of code for 60 times each second in the background (in a thread created by boost::thread). that’s equal to 60 FPS (frame per second), but without depending on the main application frame rate.

//.................
void frameThread()
{
    // I want to run codes inside this loop for *exactly* 60 times in a second.
    // In other words, every 16.67 (1000/60) milliseconds
    for(;;)
    {
      DoWork();
      //.........
    }
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
   initialize();
   //.....stuffs
   boost::thread framethread(frameThread);
   //......
}

Is there a way to do this?

Any kind of help would be appreciated 🙂

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  1. Editorial Team
    Editorial Team
    2026-05-14T01:22:13+00:00Added an answer on May 14, 2026 at 1:22 am

    Since 60 Hz is a common monitor refresh rate, it sounds like you want to enable V-Sync, instead of messing around with timers and sleeps.

    You mentioned you’re using DirectX – If you’re using DirectX 9, specify D3DPRESENT_INTERVAL_ONE when creating the device, and the application will synchronize to the monitor refresh rate. Usually this is 60 Hz – but it could also in theory be anything, such as 50Hz, 85Hz or 120Hz. You get a very nice tear-free display though – if you don’t use V-sync, you’ll likely get tearing artefacts when scrolling.

    This raises the problem: how do you make the game progress at the same speed if the framerate could vary so much? The answer is simple – use a high resolution timer (like QueryPerformanceCounter on Windows), and measure the time between each frame. Then you need to base any motion or movement off this ‘delta time’ value. This is a good thing to do anyway, even with a fixed framerate – it prevents your game suddenly running in slow motion if the computer is slow and the player only gets 20fps.

    Here’s an example of moving an object horizontally at 100 pixels per second, regardless of the framerate:

    object.x += 100.0f * delta_time; // same speed no matter the framerate
    

    This IMO is a much better way of doing this, especially given it’s tearing-free, framerate-independent, and synchronises with the user’s monitor, not some arbitrary framerate you set yourself.

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