One of the nice things about doing platformer physics such that you only move the character integer pixel amounts when an underlying accumulator overflows, is that if you do want to do multiple fixed-rate update ticks per frame, smaller update ticks are also cheaper
Like if your character moves 60px per second, if your update ticks are 16 ms worth of time or 1 ms worth of time, you still only have to do 60 full movement/collision checks per second
(The point of doing > 1 update tick per video frame is you could run the same thing deterministically at different/higher framerates w/o a lot of work, if your update happens to be fast)
Good thread on the overall concept recently from @Enichan -- but yeah, the cherry on top I only thought about today is that 480 FPS physics is almost certainly not 8x more CPU to calculate than 60 FPS physics with the way I have things set up https://twitter.com/Enichan/status/1350258696656465923?s=20
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