Correct.

Also, one thing you need to be aware of with FBT is there can be a situation where if there is a lot of activity going on in the background, the elapsed time value can be extremely large as it will calculate a value to keep those objects moving at your simulation speed. This can occur if say there is lot of hard disk activity or maybe a heavy load during a frame. What I've done to help with this is to specify a maximum elapsed time the timer object will try to keep the simulation running at. For example if I specify two for max elapsed time, the timer will try and keep the simulation running at my specified rate if the overall rate drops by two times. After this point, it gives up and let the frame rate match the game loop rate. This will minimize the huge jumps that sometime can occur for reasons specified.