playdate.getElapsedTime() not giving microsecond precision

,

Windows SDK 2.7.4 and 2.7.3, running on simulator.
(I was running 2.7.3 and updated to see if it would fix the issue.)

I have the following code surrounding my main code to run each frame:
playdate.resetElapsedTime()
local startPhysicsTime = playdate.getElapsedTime()
...
local endPhysicsTime = playdate.getElapsedTime()
print(endPhysicsTime - startPhysicsTime)
print(endPhysicsTime, startPhysicsTime)

I would expect to see the amount of time it took to run the code with mircosecond precision, but all I see is 0.0, sometimes 0.001

Here is the output I see in the playdate console: ( over a few frames)
0.0
0.0 0.0
0.0
0.0 0.0
0.0
0.0 0.0
0.0
0.0 0.0
0.0
0.0 0.0
0.0
0.0 0.0
0.0
0.0 0.0
0.0
0.0 0.0
0.001
0.001 0.0

the sim is about 1000x faster than the device - that’s why you see impossible small delta!

fyi - prefer fixed step for anything physics, will avoid a lot of instabilities!

My physics is fixed step per frame. The sim being 1000x faster than the device is why I need microsecond precision. One of my levels runs slowly on the device and I'm trying to figure out why. But I don't have a device to debug with.

When is your device arriving? If it's a while, you can send me a debug build and the symbols and I'll run it on device and get you a sample dump. (Ideally, a way to jump to the problematic level if possible)