with respect to the following article:
at the end, where he's interpolating values based on fractions of a time step left over,
am i to understand it that for example, the physics simulation is on time step 4.5, and he uses that .5 left over to interpolate between time steps 3 and 4, to come up with values for timestep 3.5, then draws the interpolated state of the simulation at time step 3.5 when the simulation is _actually_ at timestep 4.5? IE drawing based on an estimated past state, not the true current state of the simulation? And always draws ~1 frame behind whats actually going on?
i take it that the physics engine and render engine running slightly out of phase temporally (~1 frame) has no major impact on gameplay?
and without interpolation, you get the temporal aliasing of the occasional 2 steps per frame when the accumulator rolls over?
and interpolation is really only required for deterministic games ?