You’re correct in that the distance covered in 1s is the same for players with different fps now.
The issue is that engine.getDeltaTime()
and by extension scene.getAnimationRatio()
vary quite a bit from frame to frame, which causes the sphere to jitter around a lot (erradic movement). The scene is running at 144 fps without any issues so I don’t think increasing the fps any further would help.
Edit:
Here’s a snippet with the value of getAnimationRatio for 5 frames at 60 fps:
1.256699999794364
0.8348999940790236
0.8229000004939735
1.251000005286187
0.8351999963633716
You can see that increasing position using this value causes some jitter. Which was what lead me to the blog by Isaac Sukin to even out this value. But his solution still contains jitter in babylonjs as can be seen in the second link on my initial post.