Help with running AI at high timescales

I’m running a simulation game with timescale settings from 1 → 24 → 64x speed with fixedtimescale. When running at 64 speed the AI pathing tends to loop around target objects and sometimes clip through walls.

I’ve tried to mess around with a few settings, and added rigidbodies so that the agents would use FixedUpdate instead but this hasn’t helped. Any ideas how I can tweak the settings to be more accurate with higher timescales?

I was able to resolve this.

If anyone else experiences something like this:
In the end it was an issue with the agents moving towards a position that was inside a NavmeshCut. On slower speeds this didn’t make a difference, but on higher speeds it would cause the agents to loop around objects for a while before reaching the point. Moved the target position slightly outside of the cut and it’s all good