- Implemented new framerate cap because the original was limiting the game to an incorrect 58.8hz instead of 60 (should solve issue #10)
- New framerate cap uses sleeps (safely!), making the game use drastically less cpu (on my machine, it went from ~12% to ~6%)
- Changed swapchain effect to D3DSWAPEFFECT_COPY_VSYNC instead of the original D3DSWAPEFFECT_COPY to avoid screen tearing