Just thought I would make a post to comfort the majority of members who might be reading all of this...I have no idea what the hell they are saying either, your not alone people! 






. It could be a silly thing such as the automatic updates going off, or any other services that can momentarily stutter your game (and most games are susceptible to such stutter). The point isn't so much in the simulation killing itself, the point is that you aren't simulating the same thing anymore if the framerate is different. There is always an error associated with discretization schemes, and the error is always larger the longer the timestep. In an online racing game, a person running at 30fps will experience slightly different physics than the person running at 100fps, which will give either of the two an unfair advantage (depending on how the errors affect the physics), and this is without taking into account the fact that the person with 100fps will have an advantage anyway. But, as Scawen says, that is really not the most important reason why high frequency of updates is necessary in any case. It is the stiffness in a system that leads to high frequencies, which themselves require short timesteps in order to not blow up. There are ways to run stiff systems with timesteps that are (much) longer than what would normally be required, but this is really a whole new can of worms altogether. Not to mention, if there is a bug in the physics code (there always is one
) you can never be sure if it's because FPS is fluctuating wildly or something else is going on. 
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