When you bring this piece of intricate engineering over to PC and crank up the numbers, you hit edge cases. All told, timing in games is one of those hazard zones where the dependencies are both numerous and invisible. Many game engines now also interleave updates and kick off the next frame before the first is complete, using clever buffering and multithreaded job code. Many game engines further will also decouple AI routine tick rates from physics to spread out the load. Many game engines also interpolate animations separately from the rest of the gameplay, allowing them to float at different refresh rates. Therefore the timing loop is built to serve updates at a steady pace of 30 or 60, with limiting if it goes faster. Generally, a AAA console game will target 30hz or 60hz. It's a coding strategy intended to optimize around console refresh targets first and then "do whatever" for PC build.
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