you may be looking at old ideas we were spitballing when figuring this thing out. that's not really how my solution works, i only quantize framerates when they are within a narrow band. as soon as framerate becomes variable, delta times are out of range and i revert to good old jittery unity. but that's just my solution, i am sure others can find a better way. the _real_ fix would be for unity to fix their @#()*$ clock when vsync is on.