Such variables are usually best detected using a guessing and validation strategy.
Implement your game logic in such a way as to update the agnostic (say, for example, exposing ms / update as a variable and using it in any calculations), then play with the update until it works, and then save it there.
As a short-term solution, if you need an even update rate, but without worrying about even updates per second, 15 ms is close to 60 updates / sec. Although, if you get along with both, your closest options are 20 ms or 50 updates / second, probably the closest you are going to get.
In any case, I would simply treat the time as double (or long with high resolution), and ensure the speed of your game as a variable, and not its hard encoding.
source share