updateFrameRate() {
		// reset the frame counter
		this.frameCounter = 0;
		this.frameRate = ~~(0.5 + 60 / timer.maxfps);

		// set step size based on the updatesPerSecond
		this.stepSize = 1000 / this.world.fps;
		this.accumulator = 0.0;
		this.accumulatorMax = this.stepSize * 10;

		// display should always re-draw when update speed doesn't match fps
		// this means the user intends to write position prediction drawing logic
		this.isAlwaysDirty = timer.maxfps > this.world.fps;
	}
Update the renderer framerate using the system config variables.
@see {@link timer.maxfps}
@see {@link World.fps}