Original Post
If one conceptually considers the refresh rate at which the screen is rendered as just a periodic update for the user to see what''s going on in the past 14 milliseconds or so, then does it matter what is specifically going on during the period of time between frames?
I remember in the Game Programming Gems books there was an article on how to create a high resolution scheduler for objects. After thinking about this awhile, I was wondering if this is actually useful in practice, rather than the normal updating all objects in a common tick?
Do objects with high interactivity have problems being updated separately from the pack?
Its a nice thought that I could write the proper code so that when I have a computationally expensive game object, that I could simply schedule it to update less often than the other game objects around it.