Sounds like the game uses a fixed 60hz frame step but maybe you're on a 120hz display? Chrome and FF run requestAnimationFrame at 120hz in this case (while Safari sticks to 60hz)

Possibly, I'm indeed on a 120Hz display. I still got up to 1600m, it's a good challenge.

edit: 2000m now that I revisited. Crazy hard.

Made it to the summit at double speed.

  :strawberry:x14
  3:17:46
  deaths:1981

Don't link your world status updates to the frame rate please.

Even "AI"s know to show you how to do it in spite of requestAnimationFrame. I know, I asked.

But you have to ask them specifically to decouple game world updates from drawing, or they'll give you the dumb solution.

It's still a surprisingly tricky topic because simply measuring the frame duration (or using rAF's timestamp) gives significant timing jitter - which in turn introduces microstutter (and the other problem is that some browsers still limit timer precision to whole milliseconds due to the Specter/Meltdown fallout - but at least here the random jitter is useful because averaging over enough frames gives you the precise frame duration back, eg 16.667 or 8.333 ms instead of 15<=>17 or 7<=>9 ms

That’s no excuse if you ask me. Browsers aren’t consoles with fixed hardware. TBH not even consoles are fixed hardware any more …