I've known for a while that, while SDL is considerably good at what it does, it has some speed issues with drawing to the screen at certain framerates even with fullscreen hardware acceleration enabled. And I know the trick that sometimes works to remedy this is the use of dirty rects. However, I'm also questioning the framerates that some people are aiming for. So far, I have one sprite moving around on the screen at about 30 FPS. I planned on optimizing as we were going to add more sprites so that we wouldn't have a performance issue. However, I discovered that many people are complaining about SDL running at only 40 FPS when they are coding for 60 FPS. So, my question is, if I'm running at 30, do I really need to implement a system that will make use of dirty rects?