// - if no frame-skipping is required and so we have exactly one Animationframe per GameTick
// or
// - if we load from a savegame where the new variables are not stored (we don't want to break savegame compatiblity because of smoother rendering of one animation)
// we don't use the processed game ticks alone but also the fragtion of the next game tick (if a rendering happens between game ticks). This helps to smooth the animations.
// - if no frame-skipping is required and so we have exactly one Animationframe per GameTick
// or
// - if we load from a savegame where the new variables are not stored (we don't want to break savegame compatiblity because of smoother rendering of one animation)
// we don't use the processed game ticks alone but also the fragtion of the next game tick (if a rendering happens between game ticks). This helps to smooth the animations.