Quick answer: Drive the reveal by elapsed time (characters per second) using delta time and accumulate fractional characters, instead of revealing per frame.
Text that flies by on a fast monitor is revealing per frame, not per second. Switching to a time-based reveal fixes it everywhere. Here is how.
How to fix it
1. Reveal by characters per second
Define a speed like 40 chars/sec and accumulate elapsed += dt * charsPerSecond, revealing floor(elapsed) characters. This is identical at any frame rate.
2. Keep the fractional remainder
Do not reset the accumulator to an int each frame; keep the fractional part so slow speeds still progress smoothly and you never lose sub-character time.
3. Decouple from vsync entirely
Avoid tying reveal to a timer that ticks once per frame; a single time accumulator updated with real delta time keeps the effect consistent on 30, 60, and 240 Hz displays.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.