Hey all, I ran into this issue where when I lock my frame rate at 60 fps the game plays in slow motion (see videos, first is without the frame rate lock and second is with the frame rate lock to 60 FPS)
In both videos it runs on around 40 FPS, so why is the game in slow motion when I lock it to 60 FPS?
My project does the same thing… it probably has something to do with tickrates, but you can just use t.maxfps 60 in console to limit FPS without this issue.
Hey there @Faze_Kaas! When you lock the frame rate, you’re essentially telling the game “Hey this games ticks are supposed to run at this rate per frame” but in this case, you cannot meet the requirements only hitting 40fps, so you’re going to effectively tick 33% slower. Since game logic is handled on tick as well the effects everything.
It’s recommended not to lock your framerate unless it is a requirement for wherever you’re hosting. Best I would say is to set a maximum framerate via the command t.maxfps 60 and leave the other 2 options off.
Roy’s the fastest in the west it seems. Edit: NightHawk beat me to it too!
Same question to you does it also work when you package the game or is this just for in the viewport?
Also I was wondering if you knew this: why is my fps only 40 in the first place?
I tested it aswell on a completely new project (packaged aswell, videos above here were also packaged) and also had 40 fps, now I play on 2560x1440, but it seemed weird to only have 40 fps even in a game with almost nothing in it.
place it where you want. if you wanted this to be set at the game opening, place it in your level BP close to the beginning of event begin play. this is fire and forget so no need for tick.
youll need to give it a reference to game user settings, then save game user settings after for it to be set.
Oh wow I didn’t realize they added a node for it. I’ve got a library that I pull in for all my projects that still does it the old way. That’s much better than forcing commands, especially if you have to break them off from players.
and @Faze_Kaas I’d recommend the same, if you ever need to activate something per session, pop it in your save as well so you can use it and set it on a per user basis.
Settings are normally written to .ini files including the settings set by GameUserSettings.
GameUserSettings is used in BP and c++ to set up basic settings like VSync , resolution etc.
Optimally where it runs once in the GameInstance(/Subsystem), or when you want to change the setting from the UI, (in a central settings manager)