Originally Posted by: Matasx 
Is it possible to somehow pause rendering (to truly achieve 0 FPS)?
Sure you can, basically stop the update and draw loop (e.g. Thread.Sleep(5000) would not do anything for 5 seconds), but I guess this is not what you mean. You probably want to keep rendering, but stop updating game elements. You can do that:
To unpause just set it to false again. UI controls are excluded from this check, so you can render a menu or pause button and all your game objects will not longer be updated (but still rendered, otherwise you would not see them), except for UI. This is used in Creepy Towers (and all other complex games) to pause the game.
Tutorial coming up on:
http://deltaengine.net/learn/tutorialsIf you want to make rendering really slow (lets say 1fps) see the next tip with LimitFramerate.
Originally Posted by: Matasx 
Is it possible to fix framerate e.g. to 60 FPS (vertical sync should do - but is that possible?). I'm executing some other operations sideways and I need CPU time to do it. But it is fully used to render.
Yes, also very easy to do. Just set the Settings.LimitFramerate to 60, best done in the Settings.xml of your app (found in My Documents\DeltaEngine\<YourAppName>\). This way each user can decide which way he wants it:
Code:<LimitFramerate>0</LimitFramerate>
Again, Tutorial coming up on:
http://deltaengine.net/learn/tutorialsOriginally Posted by: Matasx 
When I set Center property of any sprite at beginning to any position (except Vector2D.Half - it works fine) and start window with Time.IsPaused = true; - the sprite is rendered at incorrect position! After I set Time.IsPaused = false;, sprite is automatically aligned to correct position after few frames. It is my issue after updating to v. 0.9.9.7. In version 0.9.9.3 it was just fine.
Not sure why this happens, but it seems to be a bug with updating the DrawArea in the very first update tick. I guess it has already been cached and the drawing uses the cached rectangle, which is not longer updated if everything is paused. Sprite drawing has been optimized a lot in the past week, so this must be the issue. I have opened a bug for this and it will be fixed soon.