Hi, Im having an issue. When the game was vsynced at 50fps there was no issue, but when the fps gets higher its a clear issue. I used the method of multiplying a value by a number between 0 and 1 to decline the value a percentage each update. Say the value is 100 and I multiply it by .95 each frame. It gets smaller and smaller at a reasonable rate. However, when vsync is off as you can imagine the issues that causes. And this isnt the sort of thing you can multiply by Time.deltaTime to fix, so I was wondering if anyone had mathematics that could help me right now.

Say I have this in the game limited at 50 frames but wish to start using it on a non vsynced game, can anyone help me perfect the equation?:

```
float value = 362.4f;
float rate = .95f;
void Update() {
float *= rate;
}
```