Quote: "I'm assuming DBPro automatically waits for the vsync in fullscreen with no option? Cause I do know that DirectX allows you to do either in your applications when you call the IDirect3DSwapChain9 :: Present method. You can use flags like D3DPRESENT_INTERVAL_ONE to wait for the vertical retrace, or D3DPRESENT_INTERVAL_IMMEDIATE to try presenting the scene regardless of the vertical retrace status."
There is a difference between 'Wait for VSync' and 'VSync'
DirectX9 *requires* you to set a Vertical Sync speed now... while not waiting for the Vsync will allow your card to 'Read Ahead', which allows it to simply render the next frame as it sees it that given second.
Problem is, these frames are not actually seen on screen; as DirectX9 will *still* render to screen at the VSync rate.
Fullscreen DBP, will always run at 60FPS unless it can't render that fast; for the simple reason RefreshRate is set to 60Hz.
Sync Rate covers the Rendering Calls, it doesn't cover the Refresh Speed... Fullscreen is not capable of rendering past the RefreshRate, as that is what the monitor will refresh at an wait for a frame at those given times.
Quote: "I see no need to worry as long as your game can run at about 50fps on a reasonable PC, which is already about 3 times what the human brain can destinguish"
no need to worry, depending on how you update the world and control.
if your speed is directly FPS based, then the more Frames the better, but that is a bad programming practise.
You will notice the smooth difference of animation upto 90 Frames; some people can see more, but generally that is the point when you can't differenciate. You can however trick the eyes to seeing less, by mergin frames with an interframe, this is how Televisions achieve that smooth effect.
I'll make a demonstration to show you what I mean by this, as I found the technique to do this quite a very clever way to portray realism.
Quote: "the reason why coders go for the highest frame rates is because it stretches the minimum spec and it causes a natural blur which is necessary since we can't plug straight into TV's. In the old days, the TV would have smoothed everything out for us"
That is simply for the reasons I explained above. Anti-Aliasing was created to counteract that Natural Smoothness.. TVs also have the added bonus of doubling up frames, again I'll try to show this in my demonstration.
it writes out frames one half one second and another half the next.
So really TVs are rendering out 60Frames at once, but only showing 30 of them. So you have Frame 1 = Odd Lines, Frame 2 = Even Lines
This helps natural motion blur without any technology help ^_^
Quote: "Er then why do console games run at 60fps average?"
Graphics Chips/Processors can't render Alternative Lines, they have to render the whole scene, then output Alternatively.

Thus an NTSC 30 Frame/Sec Game really = 60FPS Rendered & Output, but only 30 are Rendered on the TV.