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How fast is Time.deltaTime?

Published in Game Time Management 3 mins read

Time.deltaTime is not a fixed speed but rather represents the duration in seconds it took to complete the last frame in a game or application. It is a crucial value for ensuring smooth and consistent experiences across different hardware.

Understanding Time.deltaTime's Role

In real-time applications like video games, what you see on screen is a series of individual frames rendered in rapid succession. The time it takes to render each frame can vary depending on the complexity of the scene, the computer's processing power, and other factors. Time.deltaTime captures this precise duration.

Why is Time.deltaTime Essential?

Time.deltaTime serves a vital purpose by allowing game logic to be frame-rate independent. Without it, actions and movements in a game would speed up or slow down depending on the computer's performance.

  • Consistent Movement: If an object moves 10 units per frame, it would move much faster on a powerful computer rendering 120 frames per second (FPS) than on a slower computer rendering 30 FPS. By multiplying movement values by Time.deltaTime, you ensure that the object moves a consistent distance per second, regardless of the FPS. For example, moving 10 units per second ensures the same speed whether you're rendering at 30 FPS or 120 FPS.
  • Fair Gameplay: It creates a level playing field, ensuring that all players experience the game at the same intended speed, regardless of their hardware capabilities.

Calculating and Observing Time.deltaTime

The value of Time.deltaTime is dynamically calculated by the system. It essentially represents 1 / Frames Per Second (FPS).

Here are some examples of what Time.deltaTime might be at different frame rates:

Frames Per Second (FPS) Time.deltaTime (Approximate Seconds Per Frame)
30 FPS 0.033 seconds
60 FPS 0.016 seconds
90 FPS 0.011 seconds
120 FPS 0.008 seconds

As the table illustrates, a higher FPS means a smaller Time.deltaTime value, indicating that each frame is rendered more quickly. Conversely, a lower FPS results in a larger Time.deltaTime.

It's important to note that your FPS will always vary; you cannot enforce a fixed frame rate, though you can cap it at best. This variability is precisely why Time.deltaTime is so crucial—it provides an adaptive measure for timing game events.

Practical Application

In game development, Time.deltaTime is commonly used to adjust values that need to be applied over time, such as:

  • Movement: object.position += movementSpeed * Time.deltaTime;
  • Rotation: object.rotation += rotationSpeed * Time.deltaTime;
  • Timers: countdownTimer -= Time.deltaTime;
  • Physics Forces: Applying forces or impulses that scale with time.

By incorporating Time.deltaTime into calculations, developers ensure that actions are measured in "units per second" rather than "units per frame," leading to a much smoother and more predictable user experience across a wide range of devices.