![]() ![]() Have no idea what to do to fix this and have since tried other games and not experienced this issue. It's not a mistake on my in game fps trackers part as you can immediately tell that the fps has more than halved. None of these had any effect and the game will still randomly revert to a 60 fps cap at least 1 or 2 times a match. I've tried changing to all sorts of settings, removing the command line fps unlock, and also self capping at 144 fps. Monitor: 144hz (ordered a 240hz to see if that helps at all) I'm currently running all settings on low with the command line fps unlock active. I average 200+ FPS for the majority of the match but then sometimes several times per match it will randomly swap to a capped 60 fps.Īlt tabbing will fix it until it randomly decides to cap at 60 again. However in Apex my fps will randomly cap to 60 out of nowhere. It's possible to make the Xbox X render at 120, but it requires a particular plugin and I'm not sure if it's compatible with the way Unity determines the device's default framerate.Have a great custom build that hasn't given me any issues on literally every other game I've played. In the case of consoles (for those who wonders), both the Xbox X and S have default framerate of 60 while the PS4 is set to 60 and PS5 is set to 120. Some manufacturers will allows it through the device's screen refresh rate in the devices' screen advanced settings. On mobile device, 95% of the devices doesn't allow the user to change the default framerate. You can't change it from within the game so, if you allow VSync in some options menu, it's a good practice to put some sort of notice/info panel when VSync is enabled to make the player know that he or she has to do the change while the game is not running. First pic is in the editor, the second is the build. I have looked through all the settings and plug-ins, and I can't see where this is being set as the cap. PCs default framerates are determined by the GPU driver and can be accessed by the player/user through their GPU interface. In my editor I am getting frame rates from 200 to 320 FPS, but when I do a build it seems to be capped at 60 FPS. At the same time, if it's a default 30 fps, it will drop at a max of 15 fps. also tried this in numerous other games and it is noticable in all of them I have tested it with. So, if you set it to 2 and your device has a default framerate of 120, it will be render at 60 fps. When running at 100 fps and it dips down to 70 i hardly notice anything regarding any stutters or anything but if I cap my fps at 60 fps and do the same thing I still get a fps spike of about 20 fps and dip down to 40 fps or so for a couple seconds and it is very noticable when this happens. If you set VSync to 1-4 (max value applicable is 4), the fps will be equal to the device's default framerate divided by the VSync value. If your device has a default FPS of 120 with VSync at 1, it will try to render at 120 fps regardless of targetFrameRate. First, in case you're enabling VSync (above 0), the framerate will be ignoring the targetFrameRate value (as explained here) and will, instead, use the system default framerate. There's a lot of information on the API description here.įor those who still don't get it, the value may be partially or fully ignored for multiple reasons. There, the limit of 30 vs 60 fps works accurately (at least when I tested last).įor those who still wonders how the targetFrameRate works, it's not an absolute value. In any case, I would measure fps on device with one of the official profiling tools, e.g. This may be because the stats panel doesn't measure fps accurately or because the final frame rate may be a little higher on standalone. Even if you have the latter, leaving vsync on is advisable, since it keeps you from getting screen tearing when the frame rate rises. Vertical synchronization is how you make sure the image doesn't get seams in it, if you don't have adaptive sync available. When I set it to render at 30, I get results up to 40 frames per second displayed in the stats panel. Re: IMPORTANT HOW TO FIX 5700 xt caps at 60 fps That's not a bug. I've tested the code in the editor and it was working, but we need to understand that it's not a hard limit, but just a recommendation. The documentation doesn't say anything about the game view render update in the editor, but it does say that the results are different per platform. ![]() However, you have to test the result on device to see if it works. Public class SetTargetFrameRate : MonoBehaviourĪpplication.targetFrameRate = targetFrameRate As others have mentioned, you disable vSync and set the targetFrameRate like this: using UnityEngine ![]()
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