you are still doing it wrong. dt should not be affected by framerate. http://gafferongames.com/game-physics/fix-your-timestep/ use an accumulator to have a fixed dt no matter the framerate. With a variable step size you risk all kinds of weird bugs linked to the hard to debug rendering context. The size of dt should be consider a system parameter, tuned for your game and fixed in concrete .
So what happens when the OS doesn't return to your process in dt time? The whole point of dt is to deal with variable framerate.
Either way Tlark is right, you really don't want the game logic to be affected by framerate.