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Updated StepTimer (markdown)
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@ -55,6 +55,8 @@ The fixed-step duration can be set by using **SetTargetElapsedTicks** or **SetTa
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If a larger than usual delay is expected, the code should call **ResetElapsedTime** to avoid the fixed-step ``Tick`` calling the update method a large number of times to 'catch-up'.
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> Note that the overall loop time is limited by the frame rate of ``Present``
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# StepTimer
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The class provides the following accessors:
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@ -81,7 +83,7 @@ Ticks are stored in unsigned 64-bit integers and second values are stored in ``d
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# Source
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[StepTimer.h](https://raw.githubusercontent.com/walbourn/directx-vs-templates/master/d3d11game_win32/StepTimer.h)
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[StepTimer.h](https://raw.githubusercontent.com/walbourn/directx-vs-templates/master/d3d12game_win32_dr/StepTimer.h)
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# Further reading
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[Understanding GameTime](http://www.shawnhargreaves.com/blog/understanding-gametime.html)
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