This means that the game will now run with an *unlocked timestep*. In other words, the game will update as fast as the computer allows us to. By default, FNA tries to make the game update at a rate of 60 times per second, and synchronize with the monitor's refresh rate.
When I run the game, my console shows that the game is fluctuating at around 19000 frames per second. Our motion message when we press the down arrow key on the keyboard tells the paddle to move 10 units.
That means every frame we have the Down key held down, the paddle is moving 10 units. Which means, as things stand right now, the paddle is moving about 190,000 units per second. And if the framerate changes for some reason, the paddle will move slower or quicker. This means the actual progress of the simulation will be completely different on slower or faster computers.
Our simulation is now *frame-independent*, which is what we desire. The paddle is definitely moving too slowly now, but that's something we can fix with a bit of value tweaking.
It is very important that you take care to multiply things that change over time by the delta-time value, or you risk elements of your game becoming frame-dependent.