jme3 have too much float vlaue, so how can use frame synchronization in easy?
Can you explain what your question actually means? None of the words seem to go together.
What does “too much float value” mean in relation to “frame synchronization”?
how can avoid game asynchrony because Precision of floating point value ？
In general, floating point is accurate enough if you’re not working with values where you need more than 6 or 7 figures of precision. jME’s tpf values are small - they only measure the difference between two frames, so they are more than accurate enough.
What is the actual problem you are seeing?
As mentioned, there is more than enough resolution in a float to cover 1/60.0.