Hey, thanks
30fps didn’t change much to be honest, as when I was using delta time, it would get down to about that amount anyway!
What I’m doing now is separating off every little effect and building up an index to enable/disable them based on device performance. Something I should have done a long time ago.
Regarding the physics thing, I’ve found that simply using the following works better
physics.setTimeStep(0);
This tells the physics engine to work based on time, rather than frame based. This did cause some physics glitches at some points, so I increased the position iterations to compensate:
physics.setPositionIterations(16);
I hope that helps