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1. depends if you're in the physics main loop or not; in Godot for example the physics main loop is based on the project configuration, not correlated with the display (I could have expanded on that in the article)

2. You can know the targeted frame rate, you can also infer it by averaging the delta times at runtime (not reliable but maybe more accurate on a slow machine?)

3. In my graph, I did pick random delta between 15 and 120 fps IIRC; the point was to simulate what could roughly happen with random lag spikes




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