I hate to double post. Alas I must. I have found a very unique problem, Motion blur seems to do more than just blur, it seems to speed up "every x milliseconds" events.
I have also replaced my arm sprites with the IK system, the IK system actually lags when the character moves with motion blur set to x0.
Everything runs flawlessly at x20. FLAW-LESS-LY.
If anyone knows of anything I can do, I would be very appreciative.
your set position and ik solving events should run every frame update (Always), they dont have to be timedelta dependant (milliseconds).
the only other thing i know is it works by rendering (blur amount (20x for example))*(vsync rate of monitor) of frames (increasing the speed of everything in non time delta things, tick speed dependant things) and averaging them out to 60 fps or wtv vsync is.
a lack of timedelta for certain things and having timedelta on other things that shouldnt have them might be the problem. for example, you always want an object to set position to another one, so theres no reason to put it under a milliseconds condition, but if you have a character and you want it to shoot ever 10 milliseconds, you dont want a change in framerate to make him shoot faster/slower in relation to everything else, so you need to put that under time delta related events.
i have no idea if any of this is of any help, or if its actually a bug