# Using deltaTime and Frame Rate Independence

I'm working on one of my first games and I've read that linking your game logic to FPS is bad because it will run differently at different FPS (obviously). I have already made some of the basic game dependent on frame rate and now that I know this, I would like to unlink the logic and render. I've learned that LibGdx has deltaTime in its render method for this, however I believe I'm misunderstanding how I am to use it.

For example, my movement currently looks something like this:

if (rightKeyisPressed)
setVelocityX(movementSpeeD)


In my case, I would like the player to move 6 units per second. Since I built this on 60 fps, that means that movementSpeed is 0.1. Now the way I have seen deltaTime used is by scaling the movementSpeed based on the time like this:

setVelocityX(movementSpeed * deltaTime)


However, now I move very slow because delteTime is a very small number. How can I make movement still the same speed without depending on the fps? Sorry if I'm missing something obvious, I just can't seem to wrap my head around this.