Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
The core of the code managing scaled time (game clock rate above or below 100) is the question "what tick are we on?" The scaled code asked this question based on real time and then scaled the result itself. This means that the answer to the question changed exactly as frequently as the real time result. So if we ran the game at 150% speed, then we'd have the following:
Unfortunately, we never render tick 2, because 1 scales to 1 and 2 scales to 3.
While rates below 100% didn't have the missing tick problem, they still had the problem of the answer changing only as often as 1/35 of a second. If the game is run at 60% for instance, the time between ticks is inconsistent, as shown here:
The new code scales time before answering the question "what tick are we on?"