How to make game loop very fast while rendering only with 60fps?

Hello community,
I am working on a simulation that has to loop as fast as possible. But drawing the screen (rendering) should only happen with 60fps.
How can I make the gameloop independend from the rendering?

Currently I can reach over 1200 game loops if rendering is switched off. If I switch it on, the game loop slows down to 400. I presume that in this case the rendering happens also 400 times per second. So the thought would be that if I only render 60 times per second, the game loop would speed up again.

Many greetings,
Alex

Only if you’re getting 400 fps.

For sure, you can choose how much stuff to do in blueprint before the next frame happens.

If your game code is too heavy, it will pull the frame rate down. But there are things you can do to tell the engine you want to run the rest of the code in the next frame. For instance

image

Hmmmm, not sure if I understand that correctly.

The game should tick as fast as possible (1000 times per second) but the rendering should happen only 60 times per second.

How can this be done?

You can’t separate them like that.

The engine just ticks. If you overload it in the wrong way, the tick time will get larger.

You can’t set one tick time for graphics, and one for code. It’s all bound together.

You can set the fps to 60, but then that will be the same for your code.

1 Like

Thank you ClockworkOcean for the quick answer.

I wished it was possible but it is what it is.
Have a great day!

1 Like

You might get more scope to do things like this in CPP. See if anyone else comes along…

yeah let’s wait :smiling_face:

1 Like