FixedStepTimerAccumulateTimeSteps Property |
Namespace: DigitalRune.Game.Timing
When this value is (default) and a time interval greater than the StepSize has passed then TimeChanged event can be triggered with a DeltaTime that is an integer multiple of the StepSize.
In contrast: If this value is , then the TimeChanged event is always trigged with a DeltaTime that is equal to StepSize. If a timer interval greater than StepSize has passed, several TimeChanged events will be triggered in a row.
If AccumulateTimeSteps is then the method that handles the TimeChanged event can be sure that the DeltaTime is always constant. The disadvantage is that multiple TimeChanged events can be triggered in a sequence which might not be optimal for performance (i.e. overhead in the event handler could be executed more often than necessary).