Is there an option to limit fps to 60?

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  • Due to the popularity of 90/120/144hz monitors in the gaming scene (and its growing) and the way C2 runs in sync to the refresh rate, would it be possible to force 60 hz rendering for the engine?

    This is to prevent some possible bugs as well as to limit excessive CPU usage.

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  • Due to the popularity of 90/120/144hz monitors in the gaming scene (and its growing) and the way C2 runs in sync to the refresh rate, would it be possible to force 60 hz rendering for the engine?

    This is to prevent some possible bugs as well as to limit excessive CPU usage.

    Not sure what you mean, FPS is not the same as Hz. FPS is how many images are processed by the software per second and Hz is how fast the monitor is refreshing the view or display.

    So limiting the FPS to 60 doesn't really matter in terms of how fast the monitor refreshes. Or do you mean something else?

  • I would be interested in learning about whether this could ever be possible. I recall the attempted 0.5*vsync change to the engine to allow us to set 30 fps - which, for anyone trying to create a game for mobile, was very attractive: 0.5 * the CPU and GPU work per second.... And that was a failure, unfortunately.

    When I first thought about this having read the OP i thought that there could be a problem that stops this being viable - Tweak Guides on tearing. However, I'm not so sure now - that article is discussing GPU vsync rather than browser sync with GPU sync (vsync) of the monitor, so tearing may not may not be a problem. I don't know if it is possible to make a browser run effectively at half vsync using c2 because the 30 fps attempt went so badly.

    But I agree - at 120 Hz refresh rate, the single thread of the browser that's running your game is working to do the same calculations in half of the time when at 60 Hz. And that means that some monitors could, in theory, cause frame drops just because they have such a high refresh rate.

    Often GPUs allow the user to set the refresh rate - perhaps the solution is to state that, in the game hardware requirements, the user should ideally set 60 Hz.

  • What bugs would happen because it's running at a higher refresh rate? That usually improves things like collision accuracy, whereas lower framerates make it less accurate.

    I think generally if someone has gone and deliberately bought a 120 Hz monitor, they are probably technical enough to know they should have a powerful CPU to match the higher system requirements to reach 120 FPS rendering. They probably also want to have everything render at 120 FPS (otherwise why did they splash out all that money on a specialist display?). I think it would be very disappointing to override their decision and make the extra hardware useless and force them back down to 60 FPS!

  • We can speculate on what the user wants.

    But is there an option to force the engine to render at a target FPS, rather than its default behaviour, to run it in sync to the refresh rate.

    30/60/90/120 etc.

    That kind of flexibility would be very useful for the wide range of target systems & devices that games are designed for.

  • I didn't know that the FPS limit was the refresh rate. I assumed it was 60 FPS.

    Now I'm getting people to test a project and it seems that high refresh rate monitors are causing a problem with collisions.

    Is there something code-wise I should be doing to avoid this?

  • icugigasoft

    AFAIK C2 still lacks this option and it's because it's reliant on browsers and Chrome just doesn't allow this at the current time.

    So basically test your game on the high refresh rate monitors to ensure everything works as intended before you ship it.

  • I'll repeat what I said in 2015, which is higher framerates actually improve collision accuracy. Perhaps you should check you're using dt correctly.

  • It's always good to have options.

    I wish I could lock at 30 when it ranges from 45 ~ 60 on an older smarthphone.

  • I wish I could lock at 30 when it ranges from 45 ~ 60 on an older smarthphone.

    Star this Chrome issue to help encourage that feature.

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