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Delta time

Programming På svenska → Updated: 2026-10-24

The time elapsed since the previous frame, used as a multiplier so motion runs at the same speed regardless of frame rate.

An object moved with position += velocity every frame travels twice as fast on a machine drawing 120 frames per second as on one drawing 60. The fix is to scale by the timestep: position += velocity · Δt, where Δt is the seconds since the last frame. Distance per second becomes constant and the game is decoupled from the hardware.

The need became acute when DOS-era PC games that tied their logic to the CPU clock turned unplayably fast on newer machines — hence the turbo button that slowed the clock back down. Variable Δt has its own downside, though: physics becomes non-deterministic, and a single long frame (a hitch) can fling objects through walls. That is why many simulations run on a fixed timestep instead.

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