When Patriots fans see Tom Brady on the injury report . <| sep |> And they have macs ? <| sep |> Is it generally recommended to make your game 30 fps or 60 fps ? It ' s generally recommended not to stick too closely to any one room speed . There ' s a couple ways to do thisthe easiest to wrap your head around is to multiply your values by 30 roomspeed , that way if your room speed is 30 the values will be multiplied by 1 , and if your room speed is 60 they ' ll be multiplied by 0 . 5 , and so on and so forth . End result is that values perform at the same rate in different room speeds . The problem with this approach is that it has one weakness if the game isn ' t running fast enough to keep up with room speed , it will still lag . This is where delta time comes in . Delta time measures the microseconds between one frame and another , which you can use to offset your values to compensate for lag or even for overperforming . The end result is the same as the previous method , but far more accurateand likewise a bit less straightforward . There are several correct ways to utilize delta time , but if you want to use it as a direct replacement for the 30 roomspeed trick , you ' ll need to instead multiply your values by deltatime 1 roomspeed 1000000 . What this essentially does is convert the standard room speed into microseconds and compares it to the actual microseconds between frames . But again , this isn ' t the only way to use delta time . Also , what resolutions should my game support and how do I make sure my game will look good for all resolutions . Ideally , support them all . Think less in terms of pixels and more in terms of aspect ratio . It ' s becoming increasingly common for games ' internal resolution to mismatch the display , with the output being either upscaled or downscaled as needed . I ' ve put a lot of effort into developing an easytouse solution that does just that , which you can check on the marketplace herescaleredgeengine . I do ask a small fee for it , but it does far more than the YoYo tutorials on scaling which I was personally dissatisfied with and I ' ve put in hundreds of hours extending its features , making sure it supports all platforms , and has as little performance impact as possible , so I hope you ' ll forgive the selfadvertising .