Ok..I really wish Construct 2 had a way for me to lock the FPS to something like 30.
My problem right now is I have a game where the entire screen is scrolling pretty fast. On PC is is 100% smooth. However, on mobile it "janks". In other words, randomly, the mobile device will decide it needs to do something else, causing the game to miss a few frames. When it catches back up, the scrolling "jerks" to catch up of course (its based on delta time). This "variance" in FPS looks bad and causes the game to lose "flow".
It's not the game that's the problem and in fact it's not really WebGL or HTML5 that is the problem. I also used to see this problem with OpenGL / C++ game I made a while back.
The problem is on a mobile device it's hard to get a 100% consistent 60fps SOLID, and any change in framerate will cause "jank" (even if the movements of things are tied to delta time, they still won't appear to update in time visually).
If I could somehow lock the game's FPS , or Tick, to 30 times a second, I think this would solve the problem, because any variance would be "covered" over by the lock - it could handle the variance by just subtracting or adding when it needed to, if you know what i mean.
I did experiment a bit with putting my own event in that watched delta time and basically "divided" it down and used that for movement. It seemed to work, but I don't recall if it was very effective or not.
Has anyone else seen this "jank" that I'm talking about? It's not due to the game I made nor due to how many objects there are. Because I can make a test game that is only one background image scrolling over and over, and you'll see the jank. Its more to do with the CPU of the device taking time to do other things while the game is running.
A lower FPS lock would give a frame "buffer" of time that could make up for any slight variances. trying to play at 60FPS does not, and will be extremely senstive to any change in frame rate, visually. (Objects still move correctly, but you will see a "jerk" in the motion because the frames are either being drawn twice, or it skips frames for a a couple frames)