Open bogcow opened 7 months ago
I just tried testing on 4.2.2.rc2 and 4.2.dev5 and the issue is present on both versions as well
Can you test this on 4.2.1 or 4.2.2.rc2, or even better on 4.2.dev5? I know some issues with frame rate has been solved not too long ago
Do you mean 4.3dev5?
@bogcow Did you test on 4.3? Download: https://godotengine.org/download/archive/
Oh, I meant to say 4.3.dev5, yes the issue is present on 4.3.dev5
I have a similar problem but in my case the fps is not capped even if vsync is on and Nvidia Control Panel has fps limit on.
I have a similar problem but in my case the fps is not capped even if vsync is on and Nvidia Control Panel has fps limit on.
Does FPS get capped with RTSS' framerate limiter active? This is more reliable than NVIDIA's method in my experience, and it can be adjusted while a game is already running.
I have a similar problem but in my case the fps is not capped even if vsync is on and Nvidia Control Panel has fps limit on.
Does FPS get capped with RTSS' framerate limiter active? This is more reliable than NVIDIA's method in my experience, and it can be adjusted while a game is already running.
No, even with msi afterburner frame limiter the 3d editor fps is not capped. But msi afterburner overlay shows 60 fps lock but godot editor show a much higher fps (500~)
but godot editor show a much higher fps (500~)
The Godot editor displays an estimated FPS based on the measured CPU/GPU time. It doesn't actually display the real FPS you are getting within the editor. See https://github.com/godotengine/godot/issues/69218 and https://github.com/godotengine/godot/pull/75512.
Tested versions
System information
Windows 10
Issue description
I have two monitors: one is 144Hz and the other is 60Hz. If I run an empty project with V-Sync enabled, the FPS is always capped at 144. Even if I drag the game window to my 60Hz monitor, the game is still capped at 144 FPS. This is different from Godot 3.5.3, where if I dragged the game window to my 60Hz monitor, the FPS cap would update to 60, which I believe should be the intended behavior. Even if I launch the game window on my 60Hz monitor by setting the initial_position_type in ProjectSettings, the FPS is still capped at 144 rather than 60.
Steps to reproduce
Create a new project with V-Sync enabled. Check the fps as you move the game window between two monitors with different refresh rates.
Minimal reproduction project (MRP)
N/A