Frame pacing: after a pathologically slow frame the loop waits out a
bounded cooldown before scheduling the next one, so the main thread is
not held at a 100 % duty cycle of long tasks (#1724). See
scene/animation/animation-controller.ts.
Master switch — false restores the back-to-back rAF loop.
Frame cost (ms) above which the next frame is paced.
Upper bound (ms) on the inserted cooldown.
Animation loop settings