Here is code i made to have a fast detection rate for events. But render
at a lower rate. Low render rate, would only update the screen (or
interface) at a speed the graphics processor to handle. But we needed
fast event detection. So we placed a measure for 1/10,000th of a second
to keep updating at that rate, Inside a 1/100th of a second update.
There are still gaps in losslessness but the tradeoff I was looking for,
was low FPS in rendering but Faster checks for event detection. Because
the gaps and lapses where the loops repeat themselves, to add another
FPS onto it’s count. Cannot detect events in those gaps. But with fast
FPS, The likelihood of detection increases and is high.
It is not perfect. Infinite
recursion, Or enumeration of event checks may be better, But setting a
frame rate limits The programs requirements on the processor. Anything
that needs to be processed, Needs to function within the constraint of
how many times it can function (be performed) in a given time. And at
what speed of executing these functions can be handled by the processor.