In my FPS game there is an automated lock system. If you stare at an enemy, your weapon locks onto the enemy as long as your aim is hovering approximately around the target.
If my player sets frame rate high (say they changed frame rate from 60 to 140+) they have smooth frame rate in which allows them to change their view more smoothly. My players can now hover their aim onto an enemy more rapidly.
Problem is, if my game were to run at 60 ticks per second while the player set the render system to render 140+ frames per second, my game's tracking system will be a few frames behind what the player looks at.
So I am wondering, should my game's logic run at the same rate that the rendering system is rendering the game? Or can I solve this synchronization issue in another way?