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target_fps affects the editor #5332
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@reduz This is another project setting the editor should not use. I can think of some other settings too. @akien-mga should we create a tracker issue? |
tracker issue would be good On Tue, Jun 21, 2016 at 9:19 AM, Ignacio Etcheverry <
|
On our friends surface (win10) he need to set the target_fps to 60, else the cpu runs always on full power. |
But, I have another issue. FPS Counter (obtained from OS.get_frames_per_second() ) never reach a value > 60. It's stuck at 60 FPS. No matter how simple / complex the project is. In other words, FPS Counter is limited / capped at Maximum 60 FPS. While I really really need this feature to show how great HTML5 game made with Godot is to HTML5 gamedev. |
@ScotFlux maybe you have VSync enabled? |
@Hinsbart where could I find Vsync setting? Godot Editor (Project Setting? Editor Setting) or Graphic Card Software (I have AMD Graphic Card) ? If you refer to Scene -> Project Setting -> Display -> Use_Vsync, then I unchecked it. But, still no go, even after restarting the editor. |
@reduz @Hinsbart >> Eureka! I think I found a solution. But it's kinda weird solution. So, here are what happen. Go to : Scene -> Project Setting -> Display -> Use_Vsync . IF : a) Use_Vsync = unChecked + ON = Checked : FPS Capped to 60 Isn't that better if use_vsync is unchecked, then it means we don't use it at all? Or am I missing something? |
An unchecked value on the left side means that it won't override the default behaviour, which is here I agree though that for |
It's a good idea, even I personally prefer : UnChecked = Non-Active = Disabled, while Checked = Active = Enabled Btw, my issue regarding FPS counter still present. I mean, It works when running the project from Editor (haven't tried Windows Export yet), but when I export the project for HTML5 platform, the FPS still capped up to 60 FPS. Of course, I had already done "Copy to Platform -> HTML5" this: Use_vsync checked + ON unchecked, but still the FPS capped to 60 FPS. Am I missing something? @vnen @akien-mga @eska014 ? 😕 |
Your browser or GPU driver limits the FPS, like it should because it's pointless to waste resources on FPS > 60 when the monitor can only display 60 Hz. |
Yes, I completely agree about wasting resources on FPS > 60. The one that drive me thinking about FPS of a HTML5 game made with Godot is I want to impress Local HTML5 gamedev and want to see them saying "Wow", when I show'em that shiny FPS number (while learning and making app/game with Godot, I guess I'm also promoting Godot anywhere). Because I have no idea what to impress anyone except a shiny FPS number when it comes to performance. But, I could be wrong though. 😆 lol |
I am thinking of removing target_fps, or make it a debug option, because I don't think there is any real use for it on a published game |
will do some changes to how the options are presented to improve this.. |
target_fps has been removed (moved to debug as it has no real use for games). |
So is there now a default target FPS of 60? Does the editor render as much FPS as possible? And the games at runtime? How can I use |
Games use V-Sync by default now (even on desktop platforms), but their FPS isn't inherently limited. The upside is that users with 120/144/200 Hz monitors get immediately the "right" framerate for their monitor, however V-Sync increases input lag as well as stuttering (if having less FPS than the target set by V-Sync). Ideally, we should have adaptive V-Sync (which means V-Sync is enabled only if the FPS exceeds the target FPS, which eliminates stuttering at low framerates).
It is locked to 60 FPS. It used to be locked to 40 FPS.
Honestly, I'd just use the |
The same problem still happens when setting |
Operating system or device - Godot version:
Windows x64, Godot master
Issue description (what happened, and what was expected):
Setting a value for the
target_fps
project setting seems to affect the editor. For instance, by setting it to a very low number, like 2 (as I did for some testing), after exiting and restarting the editor it will be laggy, tooltips will fail to appear, the script editor will be anything but agile, etc.What was expected is that it only had an effect over the running game.
Steps to reproduce:
target_fps
to 2 in Scene -> Project Settings -> Application.Link to minimal example project (optional but very welcome):
N/A
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