MOJPLAYWIN / FIELD STUDIO
Field guide 27 / 50 · Input

Use stable simulation steps across different refresh rates

Original applied analysis · Practical browser-game engineering · First published 23 October 2026

The practical problem

A game that advances one fixed distance each animation frame behaves differently at 60 Hz and 120 Hz and becomes unfair across devices.

Implementation protocol

Accumulate elapsed real time and advance physics in bounded fixed steps; render separately with requestAnimationFrame. Cap catch-up work after a hidden-tab interval.

Worked scenario

At 60 simulation steps per second, each step represents about 16.67 milliseconds, regardless of whether the display requests 60 or 144 redraws.

What could go wrong

Do not run an unlimited catch-up loop after a ten-minute pause.

Acceptance criteria

Replay a seeded input recording across refresh rates and compare final state.

Source material and evidence boundaries

For the topic Use stable simulation steps across different refresh rates, use the sources listed below to check relevant methods. Any worked figures illustrate a scenario, not measured MojPlayWin performance. Consult the shared evidence standards before applying the method.