Hey,
this question goes more to the Corona staff or people who did extensive testing on this matter.
The thing is, if you use an enterFrame listeners for your game logic (like updating entity positions etc.) and your FPS slows down (because of effects, particles, loading etc.) the game logic slows down too (and not only the visile FPS on screen).
The question is, may this be prevented by using an infinite looping timer?
timer.performWithDelay(1000/60, listenerFunction, 0)
Or to say it in other words, does the timer function relie on the passed frames or the real elapsed time in milliseconds?
Would be great to know how Coronas internals work here.
Cheers,
Torben 