Show info if your game has problems with sync #497
refresh rate is 59 on UWP for some reason
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		@@ -24,7 +24,7 @@
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  </PropertyGroup>
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					  </PropertyGroup>
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  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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					  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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    <DebuggerMachineName>XboxOne</DebuggerMachineName>
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					    <DebuggerMachineName>XboxOne</DebuggerMachineName>
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    <DebuggerFlavor>UWPRemoteDebugger</DebuggerFlavor>
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					    <DebuggerFlavor>AppHostLocalDebugger</DebuggerFlavor>
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  </PropertyGroup>
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					  </PropertyGroup>
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  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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					  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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    <DebuggerMachineName>XboxOne</DebuggerMachineName>
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					    <DebuggerMachineName>XboxOne</DebuggerMachineName>
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@@ -2792,7 +2792,7 @@ s32 main(s32 argc, char **argv)
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			SDL_GetRendererInfo(studio.renderer, &info);
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								SDL_GetRendererInfo(studio.renderer, &info);
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			SDL_GetCurrentDisplayMode(SDL_GetWindowDisplayIndex(studio.window), &mode);
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								SDL_GetCurrentDisplayMode(SDL_GetWindowDisplayIndex(studio.window), &mode);
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			useDelay = !(info.flags & SDL_RENDERER_PRESENTVSYNC) || mode.refresh_rate != TIC_FRAMERATE;
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								useDelay = !(info.flags & SDL_RENDERER_PRESENTVSYNC) || mode.refresh_rate > TIC_FRAMERATE;
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		}
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							}
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		u64 nextTick = SDL_GetPerformanceCounter();
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							u64 nextTick = SDL_GetPerformanceCounter();
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