Using a fixed update time step can be useful when you need a very stable and consistent physics simulation, for example if you have a precision platformer or a physics game (think billiards or angry birds).
var game = new ex.Engine({
fixedUpdateFps: 30,
})
Drawn graphics using the GraphicsComponent will automatically be interpolated to avoid any jitter between frames if the fixed update FPS is less than the display FPS.
This interpolation can be disabled on a per actor basis
// turn off interpolation on a per actor basis
const actor = new ex.Actor({...});
actor.body.enableFixedUpdateInterpolate = false;
When fixed update is enabled the update will run at a guaranteed time step to meet the configured FPS in fixedUpdateFps
.
If you can get away with a lower fixed FPS update you can save on some performance at the cost of simulation quality.
On other side, you may desire a higher quality physics simulation for your game, but it will come at the cost of performance.