That's hadly a real world example though, is it?
Well some people are running logic at 10FPS and may well have fast moving objects. What I was doing was demonstrating that fixed rate tweening fails to render correctly in that scenario (and similar scenarios) unless you add in some special code to deal with it. Even if you speed up the logic and slow down the object so that it's less noticeable to the player, the error still exists, and I don't like inconsistencies like that...When it comes to visuals I'm a perfectionist and this hopefully shows in my games, I don't like "it's good enough" or "no one will notice" because *I* notice ;-) Grey, I bet you could post the best version of the code you use, and I could come up with something that makes it fail. If you try to cause failure, you will probably succeed.
I'm not trying to "dis" render tweening, let's get that straight. Simply whenever I code anything I think about the possible ways it may fail and test them out. That's just good coding practice (or good QA at least). The code I use for logic and rendering will never draw things in the wrong place, but sure it can be made to fail other ways as already discussed like making the logic loop take >5ms for example.