I worked nearly entirely on console games. Generally the frame rate would be decided early on (either after prototyping, or because you've been given a pile of old code to start from and that runs at a given rate), and would stay fixed. The games I worked on were split near enough 50/50 between 30Hz and 60Hz, with one game update per render, and usually some provision for handling one-off frame drops due to rendering taking too long. (That's not supposed to happen, but it can, particularly if you're trying to hit 60Hz.)
I can't say with any confidence what people tend to do for PC - I don't play PC games, and I last worked on a PC game in 2006 - but supposedly one tactic I've heard is used is to interpolate object positions and properties when it comes to rendering. So you run the logic at a fixed rate (to avoid the problems I alluded to in my previous post), and save both current object states and previous object states. Then, when it comes to render, you'll be needing to render the game state as it was at some point between the most recent game state you have and the one before that - so you can imagine your latest state as a keyframe, and the previous state as a keyframe, and just interpolate between them.
I imagine this can be a bit tricky to retrofit, though, so no doubt many ports from console to PC just decide to use the same frame rate as used on the console. But I'm guessing a bit here. Unreal and the like might just do it all for you these days anyway. Maybe the Batman programmers just forgot to tick the right checkbox ;)
I can't say with any confidence what people tend to do for PC - I don't play PC games, and I last worked on a PC game in 2006 - but supposedly one tactic I've heard is used is to interpolate object positions and properties when it comes to rendering. So you run the logic at a fixed rate (to avoid the problems I alluded to in my previous post), and save both current object states and previous object states. Then, when it comes to render, you'll be needing to render the game state as it was at some point between the most recent game state you have and the one before that - so you can imagine your latest state as a keyframe, and the previous state as a keyframe, and just interpolate between them.
I imagine this can be a bit tricky to retrofit, though, so no doubt many ports from console to PC just decide to use the same frame rate as used on the console. But I'm guessing a bit here. Unreal and the like might just do it all for you these days anyway. Maybe the Batman programmers just forgot to tick the right checkbox ;)