Working on a project in with a group in Unreal 4.8
I would like to limit my framerate to 60 fps
But checking fixed framerate seem to make unreal send the “correct” delta time, but it does not limit the framerate.
This gives me a really accelerated feel, since it can render in about 300 fps. ( to say the least )
Could not find any resources about this, except for a bug posted on version 4.9
(We picked 4.8 to avoid these kinds of things)
I would like to not rewrite the physics model we use to account for variable timesteps, since this is a game jam type of thing to test a concept.
I have made sure that i dont force vsync off in my graphics card settings, so that shouldnt be the cause.
Is there something im doing wrong, or should just checking fixed framerate limit my fps and it is in fact a bug in the engine?