FPS is locked at 60 in the shipped game in Development and in Shipping builds. t.MaxFPS 0 and t.MaxFPS 120 don’t make any difference. r.VSync is 0.
Here’s the video demonstration on an empty game mode, empty level and Scalability settings set to Low:
As you can see, the game takes ~2 ms, the GPU takes ~2ms, so I should be getting around 250 FPS.
And called it on tick on game mode, and it reports 0 for both. After setting t.MaxFPS 120, it reports 120 respectively.
Here’s another video which shows that updating t.MaxFPS and the engine reporting max FPS and max tickrate of 120 doesn’t make any difference:
It appears that something else somehow else limits FPS on Mac. PostRenderOpsFX seems to be eating all the available time. That might be what is causing the freeze and locking the FPS.
This function returns the static MaxFPS. And since it does return 120 after setting t.MaxFPS to 120, I think the system is most likely forcing the 60 FPS.
Does the AMD gpu have a software similar to Nvidia’s control panel? did you check if there are any system/GPU options that can limit FPS universally? I’m sorry but the last time I had an AMD gpu Hitman Blood Money was just released.
Oh wow, I looked up the tool then thought it was a good idea to search GitHub for a solution similar to what the tool does… I thought maybe you could replicate what it does when your game launches, and since it resets on restart it wouldn’t be very intruding, but this seems to be a real problem for so many Mac users! WHY?
P.S. How can I erase the image of the desktop from the Reddit post from my head?
So I might be able to include a header and then set the variable on an object but atm I can’t find this CAMetalDisplayLink class and preferredFrameRateRange anywhere on github repo and in
source code locally.