updateAfterEvent() renders ~10x fps at max and your fps will always cap at ~60 fps in browsers(update: Google Chrome = 200 fps and firefox = ~600 - Microsoft Explorere still behind with 60 fps max)

flash and standalone flash player will render updateAfterEvent() "almost" in real time as shown below, activity is rendered every ~1 ms - it is seen that the fps counter jumps alot and in general runs behind all the time with about 10% in frame loss this might be affected by my lousy hardware - the mouse movements allso kills the framerate alot even when the the mouse listeners has been remove - especially with framerates higher than 120 one scary thing that i experienced was that the framerate shows "fine" until 500 where it locks even when you progress - but when you come to 666 and step up to 667 it will explode to about ~1000 fps
flash player is possed by the devil..! ... either that or adobe wants to send a message - and if you try to play the animations backwards ... ah never mind too cliché :)

another interesting part is also that the updateAfterEvent() was ment to make flash render realtime with timers and mousemove but if you try to play with the framerate you will eventualy see that the updateAfterEvent() call always are affected by the framerate
- if you run 1 fps then it will fire about 10-15 times pr sec
- if you run 50 fps then it will fire about 500 times pr sec
- if you run 100 fps it will fire about 1000 times pr sec

see the pattern ? - without testing this on other computers it looks like updateAfterEvent() can only render 10x the fps

flash Player in Browser will force timer events and framerate down to a stable 60 fps - this corresponds to normal screen hz at 60 but it is not affected by vsync*, but mouse movements will still render updateAfterEvent() every time the mouse reads movement

if you run it in firefox, strange things will happen - first of all it starts out by reading the flash with normal hardware-accelerated rendering time (100+ fps) for like 1 second after that it locks at 60 fps as for explorer, but firefox is much more unstable so minor mouse-movements on the flash stage will lower the framerate and timers great deal even though all mouseEvents has been removed. but if you move the mouse away from the actual stage area outside the flash and move it fast around outside, the flash will render twice as fast (120+ fps) and when you hold your mouse still it will drop to the basic 60 fps browser speed (strange!)

so fast conclusion: updateAfterEvent() renders ~10x fps at maximum and your fps will always cap at 60 fps online

download the swf here

*vertical syncronization - used for syncronizing 3d hardware-accelerated applications frame rate along with monitor refresh rate time - so the graphic card only posts out the amount of frame your screen can display pr sec.