Why does this even matter? If you have a large delta time then your game is fucked anyway. Collision detection will likely also be broken and the game is unplayably choppy anyway so it doesn't even matter.

 I remember a car trick (do a barrel roll) in GTA San Andreas that for the life of me I could not accomplish. I found out that this variable physics was likely the problem - I dropped the graphics settings to minimum, and I was able to do the trick.This is on a quad core, 8GB ram, 1GB video card machine - it's no slouch - but the subtle difference was enough to make my task impossible.
 Is this worth making the whole game run slower all the time for everyone? That is what you are talking about here.
 This is incorrect. The suggested approach makes the game significantly more accurate adding 3 multiplications and an addition. This does not make the game noticeably slower. If you're concerned about 3 multiplications and an addition you're going to need to show me some profiler data that shows this as a specific bottle-neck in the game-logic.
 No, you are talking about adding all of these operations per object in the game world.It doesn't stop at gravity either. Virtually everything in the game world is moving via acceleration. If you were going to do this in a consistent manner you would need to do this for every single physics calculation for every single game world object.You are correct that you would have to profile it to determine how much of an issue it would be but it sounds like potentially a lot of deadweight to add to the game. Especially since when games slow down it is often due to having a lot of objects in the gameworld simultaneously.
 Just between two save points. :)
 On the PS2 you could adjust the roll and pitch of your car in midair. It was possible to do backflips.
 You'll have small variations at higher framerates too. Why not just avoid variation in this altogether? It's almost no extra work, and it makes things more consistent.
 You're also using floats to store the values. This seems silly and looks like it will be slightly slower to calculate.Unless your game is running like garbage this will not matter. You are talking about a dt of something like 1/30 or 1/60
 There's a large difference in feel between 30 Hz and 60 Hz. So much so that some devs will be absolutely inflexible about dropping below 60.Also, it's very important to people's perceptions of performance (whoa) to maintain a consistent frame-rate. The variations are much more noticeable than the absolute rate. Finally, on lots of hardware, you can't actually display at 59Hz, say. You'll either be at 60 or 30, and will oscillate between the two in a most annoying way.
 Floats are actually much faster than integers.
 That is my point. You are sacrificing the accuracy of a double for the speed of a float.You are already storing all these values in floats which is inherently inaccurate. Also if the dt becomes very large you have bigger problems than gravity anyway.
 Drops in framerate happen. Why not make a best effort for accuracy? Also, it's interesting and insightful.
 > Drops in framerate happen.No, they don't.Game logic should run at constant 60 or more fps, even when graphics framerate is lower: http://gafferongames.com/game-physics/fix-your-timestep/But yes, it's an interesting article, and this method allows for a bit more accuracy.
 So, why is it important to have a fixed deltaTime? Except in cases where determinism really does matter. I.E. lock-step based networking. Why is this important?
 Because without fixed deltaTime, if the framerate is too low, you can't jump in Quake. With the "new algorithm", in the 3fps example, you still have to luck out and get a tick at the right time.And with a constant delta, if you choose it right, it can be easier to get collision detection right. You can possibly get away with checking if two things are colliding with each other right this tick instead of checking if they might have run through each other between ticks. With variable delta, if you want to get it right, you might have to check where things where half a frame ago and such, and at that point it might be easier to just check more often instead.And I think you should probably ask the same question about variable deltaTime. Assuming that coupling rendering and game logic is not some best practice that you should default to, why would you want variable deltaTime? (There may or may not be some good answers to that, and maybe it totally depends on the game and so on.)
 Constand delta time does not solve collisions. You should always be using continious collision detection for things you care about, or eventually something will go to fast even for fixed dT.One good argument for variable dT is if you do enough logic such that game time may be a major performance bound. If on a machine that is running fixed dT cannot perform all computation in the allotted time, then the game will get behind schedule, and how do you resolve the problem of having a wall clock 10, 100, or more frames ahead of simulated time when you can't keep up. In that regard variable dT degrades more gracefully.
 Determinism really does matter. You want it for debugging. Also for replays, if your game has that feature.
 I think a significant amount of released games would argue that point pretty strongly.Sure, it makes some things easier, but it comes at some cost.
 You wouldn't believe the amount of people who plays Sims 3 at 7 fps.
 Does sims 3 even have gravity?
 The point being that it doesn't matter if you believe people will not play the game because game performance; if they really like it the will ignore it. And if they paid for your game you should at least try to give them an experience as good as possible.
 I'd say it's still fair to point out that you chose a game where framerate is particularly unimportant to begin with.Like, you probably would believe the amount of people playing Quake Live at 7 fps.
 All games have minimum requirements.
 Yeah, in the perfect world all your buyers will have them. In real life sometimes don't.Plus there is a lot of things you don't know; maybe he haves the minimum requirements but he is running a lot of background process because he installed a bunch of things he doesn't use.
 If the game is so bogged down that the fixed timestep cycle is slowing down the game is broken for so many other reasons. Objects will start tunneling through other objects.
 Changing the discussion from conceptual to technical making assumptions in the latter just to win an argument. I like that.