Anytime you see an interpolation that does not use a time-component, that interpolation will be (wildly) different on different devices.
Anytime you see an interpolation that does not use a time-component, that interpolation will be (wildly) different on different devices.
Though there are cases like iOS cross-origin frames where it's throttled to 30fps [2] for power-saving reasons.
[1] https://developer.mozilla.org/en-US/docs/Web/API/window/requ...
Every time you call it, it moves by the same amount.
This is how people did animations back when PCs were always the same speed, so you didn't need to worry about frame rate changes. And it's why they had to add a "turbo" button to the next generation of PCs...because many games weren't playable when the clock rate was nearly 2x the previous generation.
So it's an example that can't be used. The details aren't irrelevant. They're crucial.
So unless the goal is a fluff article that isn't actually useful for anything, it's deceptive. Run these animations on a 200FPS screen and they'll look very different than at 60FPS.