Hi again and thanks for the fast replies!
I have tested to run the compiled program in compatibility mode for Windows 7 yes, no difference unfortunately. I have also tried a lot of different stuff in the NVIDIA control panel, like vsync settings and a lot of things I do not remember in detail right now.
As for a bit of code to share, yes I can do that. I will make a small program with just moving the sprite, I have one that I have been messing with trying to find a solution so I will check it and post it here.
I'll update the thread as soon as I have it done. I really want to solve the issue since I find it really pleasant to use qb64 and at the same time investigate how things were done back in the days game programming wise. I think the hardest part is all the mess that comes with screen resolutions and things like that, especially if you want to replicate a low resolution output stretched to about 4:3 format.. being a novice its a pretty steep learning curve but I have managed to figure out a lot of stuff like tile based terrain collision using a tile map, player to enemy hit detection and even some kind of over complicated scrolling.. lol.. it works but it really needs to get refined a bit. So, I feel that I am on to something here and thats why I dont want it to end with some inconsistent frame rate/clock cycle trouble. Especially when I experience the problem in other games made in qb64 by other people.
I tried for example a Flappy Bird clone found in this post:
https://www.qb64.org/forum/index.php?topic=2523.0The phenomenon is especially visible at the title screen of the game. The green ground/grass that scrolls is moving in the same wavy way that my own stuff do.. and when using the TimerTool program and timer resolution set to .5 ms its a lot better but not completely smooth...
Well, i'll write back as soon as I have some own code to share!
/ Andrew