Fix an issue where the FPS counter stops updating and make it update per each draw again.

The FPS coutner suddenly stopped working for me. Previously it updated every frame for me and suddenly without any change it stopped updating.

The issue was that the real time milliseconds value was so large, that changes to it where not visible after the conversion to float.

The first patch fixes this issue in TimedBinding. The other one makes the FPS counter update again each frame, instead of each 0.5 seconds.

Reasoning:
- The number is already an average so usually the value doesn't change by much.
- Any large FPS changes should be eliminated by us in the long run - there should be no spikes
- You can see the results of what you do instantly - you don't need to wait for a half second
- You don't miss performance drops that occured only at a few frames
- If the numbers update so slowly it looks like the game is having issues to update the UI
It gets used in the expression:

now - lastGetTime > updateFreq

now - MIN_INTEGER is like adding MAX_INTEGER +1. Thus if now is also positive it would cause an integer overflow. Thus you would get a negative result and the expression is never true.