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Well ideally sim "ticks" are completely seperate from rendering, but this is not the reality in many games where they share the same thread, or where cross communication (like UI stuff) blocks enough to slow the other component down.

Even in Minecraft, with its completely seperate server/client, the rendering can bog down TPS due to JVM pauses and other reasons I don't even understand.



> Well ideally sim "ticks" are completely seperate from rendering

I have a counterexample: there was a game called der Omnibussimulator, in which the simulation and rendering were 1:1 coupled.




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