Hello, I have come to realize that that internal timing mechanisms inside games are very important. For instance, a hack-and-slash approach would be to move your character so many pixels for every frame drawn. What happens when u develop for a compute that runs the game at 30 fps and then someone tries running it at 60 fps? Virtually unplayable speeds. My question to you folks is this: how to regulate the movement speed of characters so that future computers will still be able to play it? Here is how I was thinking about approaching the problem: Have directx render the screen as fast as the computer can, however, only update the character positions at set time intervals. So even though the screen is really being rendered at 60fps, since my character movement is being updated every 33ms when my timer fires, the character movement is locked to 30fps. Is this a valid solution to the problem? Any other methods to follow? Also, would this solution work for slower computers?