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> run your game logic at a constant update rate and render an interpolated state between the current and previous game logic frame

But if graphics frame rate is higher you won’t be able to interpolate until the next logic frame is ready, - wouldn’t that increase latency?



Technically, 'yes', but with huge caveats. You will still show player movement at the same 'latency', just _less than a full simulation frames worth_.

The benefits _far_ outweigh the costs of the other options. Games look _horrible_ if you render the physics at a different frame rate than the rest of the game. Like, horridly bad.


It will keep latency constant, at right the amount you tested the game with.




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