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Home/ Questions/Q 6588969
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Editorial Team
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Editorial Team
Asked: May 25, 20262026-05-25T17:06:51+00:00 2026-05-25T17:06:51+00:00

I’ve implemented delta time in my game loop so that any fluctuations in frame

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I’ve implemented delta time in my game loop so that any fluctuations in frame rate don’t matter any more, however won’t the game still run faster on faster machines and slower on slow ones?

I was under the impression that most games update the logic at a fixed rate (60 times a second) and then perform as many renders as they can. How do I make the updates loop as many times as I want per second?

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  1. Editorial Team
    Editorial Team
    2026-05-25T17:06:51+00:00Added an answer on May 25, 2026 at 5:06 pm

    Just use an accumulator … every time your game loop runs, += the delta of time that passed. Once that time is greater than 16.6666667 seconds, run your update logic and subtract 60 seconds from your time. Keep running the update method until the accumulator is < 60 seconds 🙂

    pseudo-code!

    const float updateFrequency = 16.6666667f;
    float accumulator = updateFrequency;
    
    public void GameLoop(float delta)
    {
        // this gets called as fast as the CPU will allow.
        // assuming delta is milliseconds
        if (accumulator >= updateFrequency)
        {
            while (accumulator >= updateFrequency)
            {
                 Update();
                 accumulator -= updateFrequency;
            }
        }
    
        // you can call this as many times as you want
        Draw();
    
        accumulator += delta;
    }
    

    This technique means that if the draw method takes longer than the update frequency, it will catch up. Of course, you have to be careful because if your draw method routinely takes more than 1/60 of a second, then you’ll be in trouble because you will always have to be calling update several times in between draw passes, which could cause hiccups in the rendering.

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