I've set my application at 60FPS V-synced (also tried fixed). Whenever the CPU gets momentarily busy with other activities, the game's framerate drops, but the game seems to keep processing invisibly and misses all the frames that werent rendered to screen. Eg, if the character is falling and just before he is about to hit the ground, the game hitches for 0.5 seconds, by the time it resumes, he has fallen way past the ground and the collision detection that should have stopped him on the platform while the game was frozen never takes place. This is just one example of the issue but it happens in other cases as well.
Any ideas how to prevent something like this happening?
An almost certain way for me to reproduce the error is to use FRAPS to record a video of the game while playing it. From time to time, it hitches, and weird sh*t happens.