So, I've been noticing this slightly weird phenomenon with a number of DBPro projects I worked on recently:
(The following may sound really noobish, but please bear with me)
I set the Sync Rate to 60. I spawn a lot of characters. The program FPS drops to something around 43-47.
The characters kill each other off, when most are dead, the framerate goes up to 60.
Now, it's only natural that the ai and collision-detection (which are done only for living characters) drain the games fps.
!BUT!
When I un-cap the frame rate with "Sync Rate 0", THE WHOLE PROGRAM (including the part where loads of characters fight each other, *identical situation*) runs at >60 FPS. Therefore the problem is not that the program is too complex for my machine to handle it at a smooth 60 fps.
In fact, if I set "Sync Rate 80", the game runs at 80 FPS!
This is totally weirding me out.. why the dropped 15 frames at Sync Rate 60?
Also, I should mention this problem seems to appear somewhat eratically, being there in one compile, and being absent in the next...
I know it might be difficult to say anything without the code, but it's... well literally thousands of lines all in all, and the problem seems to come up after some degree of complexity of the program, but not predictably...
Has anyone ever experienced a similar problem?
Anyone have any suggestions?
Thanks in advance!
[edit: further research has revealed that it's even more random than I thought... for example, I haven't been able to replicate the bug this morning (no matter how crayz big armies I send against each other - the framerate (legitimately) drops beneath 60 both with sync rate 60 and sync rate 0.. Also, it seems to disappear after restarting the computer (or perhaps only indigo..?) I'll post here if I find out anything interesting

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