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The frames between ticks are placed by the game clock, which the main loop stepped by its own measure (the performance counter) of each pass. That pass also holds the game's tick and the drawing, which wander by milliseconds from frame to frame (game 6 to 9 ms on the device), so what moves steadily was drawn at uneven places between the ticks: cutscene pans and flying banshees juddered (reported worn). The runtime's frame is now begun at the top of the loop (vr_frame_seconds) and the clock steps from the last frame's predicted display time to this one's, whole periods; the loop's own measure stays for when there is no runtime frame.