Event JSON
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"pubkey": "49ba75d9934fc475a43386ff2f28e9070e8f52be9ff882da5d49ccd137f1882b",
"created_at": 1735388623,
"kind": 1,
"tags": [
[
"p",
"b426460f7b6118dbee8c31b1018f9778238748a6657f575de618010ab5e0bbc2",
"wss://relay.mostr.pub"
],
[
"p",
"c5dac05d6bbdd5c1910fdd3215ea8ac909df4e8fcdeb5b3989f29ab26324328a",
"wss://relay.mostr.pub"
],
[
"e",
"a6a9aed0f3118070576a9ab2f2fc134469018788fdf9d21e5840d13ff76e409f",
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],
[
"proxy",
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],
"content": "nostr:nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpqksnyvrmmvyvdhm5vxxcsrruh0q3cwj9xv4l4wh0xrqqs4d0qh0pqkfz2fj Unless we are dealing with extremely low values or extremely laggy physics frames it should remain pretty much consistent, yes.\n\nYou can make sacrifices in fps independence using physics process, but then changing your tick rate will change those behaviors too.\n\nThere is even articles about how to convert lerps from one tick rate to another etc.\n\nAs i said, those frames are kind of erratic, so i would look for time dependent issues and bottlenecks.",
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