Some patterns run too fast
There are about 5 to 8 patterns that really do run too fast. There is likely a common reason why they do so. Update this description with the list
Hypothesis - the project is set to run at 60fps in Chromatik. I don't recall what it used to run at on the old system, and it looks like Processing frameRate calls have since been commented out.
Frame rate shouldn't matter if people write code using the deltaMs parameter and do animation math based upon elapsed time. But, if people wrote stuff based upon "do some amount of stuff each frame" then if the engine framerate increases, so will the perceived speed of the effect. That could very well be what's going on here. Solution is to ensure animation updates are scaled appropriately by deltaMs