It seems that updates that are longer that the set refresh rate will impact how the simulator run and can make it hangs. The effect is cumulative so if multiple update in a row are long, the simulator will hang more and more to the point of being unresponsive.
It run fine on the console.
I use the Mac version.
This is of course a very edge case since this is unlikely that game will have updates that take this long on a computer.
import 'CoreLibs/utilities/printer' import 'CoreLibs/sprites' import 'CoreLibs/graphics' white = playdate.graphics.kColorWhite black = playdate.graphics.kColorBlack local gameTime = 0 local frameCount = 0 playdate.display.setRefreshRate(30) function playdate.update() gameTime = gameTime + 1 / playdate.display.getRefreshRate() frameCount = frameCount + 1 playdate.graphics.clear( white ) playdate.graphics.fillCircleAtPoint( 200 + math.cos(gameTime)*70, 120 + math.sin(gameTime)*70, 30) playdate.drawFPS(5, 5) playdate.graphics.drawText("Frame "..frameCount, 5, 220) local waitStart = playdate.getCurrentTimeMilliseconds() -- local waitTime = 34 -- chock up the simulator at 30Hz local waitTime = 25 -- fine at 30Hz but chock up at 60Hz repeat until (playdate.getCurrentTimeMilliseconds()-waitStart)>=waitTime print(frameCount) end