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Beyond that though, I have a couple questions about what you are doing:
1. For what, or why, are you using time remapping?
2. What is the final framerate of your video going to be?
I don't understand why you are using the time remapping. Why not just do your animating with 60 fps as the time scale and switch the render settings to render out the animation at 60 fps?
I'd say you should just leave the time remapping at 1:1 and animate your stuff on the basis of 60 frames = 1 second. Keep it simple. For 10 seconds of animation, you'll put the playhead or the current frame at frame 600. Just animate everything on this 60 frames per second basis without messing with the time remapping.
Then if you do have a reason to be using the time remapping, go and set it up after you've animated all your stuff at 60 fps. Playhead will still be out of sync, but you'll have done all the animation work so you won't have to worry about converting to a different framerate (or whatever the issue is) as you add keyframes.
I don't think you are supposed to be using this time remapping function while you are still animating stuff.
Nevermind, I think I found the source of the problem. The Sync mode in my Timeline window was set to the default value, "No Sync". When I set the fps to 60, viewport playback speed dropped because of the "No Sync" mode. So the animations didn't slow down but Blender's viewport performance did.
Just tested it out with the "Frame dropping" mode, the animations work fine at default 100:100 time remapping and 60 fps. Thanks for the help anyway
From what I can tell, time remapping is for the exact opposite - it is for changing the *timescale, not for preserving it. If you use it to change the timescale, then you get either a faster or slower animation. Faster or slower than what you animated it at, depending on whether you increase or decrease the time remapping.
*I just made that term up on the spot, it is probably redundant because I am referring to the framerate when I use it. It isn't a proper technical term or anything. I just threw it out there because I think there is some difference between the framerate you animate something at (which is what I meant with timescale) and then the actual framerate you render it out at.
I'm not sure what this Sync mode is either, but I think I can confidently say that whatever framerate you are seeing in the viewport is NOT reflective of the framerate you'll get when you actually render the animation out. The fact that the viewport can't keep up won't affect the final rendered animation. The viewport is just a preview.
The recommended method for rendering out an animation is to use an image format and render it out frame by frame then stitch the image sequence together and put it in a video format later. So obviously the viewport framerate isn't going to reflect the final framerate when you render it out frame by frame. Probably the same when you render to a video format, just that you don't get to see each frame as it gets finished.