When a streamer with a monitor, which had a higher framerate than my monitor, played my Ludum Dare submission, I knew I’d screwed up somehow. Everything was incredibly fast and he died almost instantly. I apologized, realizing I’d forgotten to calculate for variable Dt. I’m lucky though, because I mostly rely on real-time alarms. There wasn’t much to fix.
When I looked into the options, I noticed that there shouldn’t have been anything wrong when he played it at 144Hz. I had Variable Dt disabled and Update Frequency set to 60. Mousing over Variable Dt says that it uses real-time steps instead of Update Frequency. The way I understand that is that, with it off, the Update Frequency is used by the engine for Update(), so the game should have defaulted to updating every 1/60 of a second.
Am I misunderstanding, or did this not work as intended?