Nice job on going to higher frequencies. I recently wrote a post on another forum that I linked to from this forum (in a post about display motion artifacts) explaining how to do just this type of thing.

Here's a big smile from me a few days ago when I saw my patented "arcade keypad" in one of the latest coin-op games.
I love seeing stuff like this. BIG THUMBS UP!!! And good job!
I also made the changes from tying the physics update to the graphical framerate on Visual Pinball in 2005 to updating multiple iterations when the framerate drops before handing the physics over to another coworker at UltraCade, as well as implementing visual-framerate independent game update loops in multiple production games over the last couple of decades.
Before the changes I made in Visual Pinball, VP was COMPLETELY UNPLAYABLE in multiball due to framerate issues with the graphics. IE: it actually was worse than until 2005 believe it or not!
Edited by Ahigh, 16 April 2014 - 08:34 AM.