I turned off internal time stepping and it now works.
Ya, the internal time stepping stuff was unclear. But only because I thought you were talking about XNA's Game.IsFixedTimeStep property all along Didn't even know there was a useInternalTimeStep property for BEPU
which, when enabled, will cause BEPUphysics to automatically update multiple times if necessary to catch up to the current gametime, and also adds in a interpolation smoothing component to buffered properties. More information can be found in the asynchronous update documentation: http://www.bepu-games.com/BEPUphysics/d ... tation.pdf