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Question by MSachs · Sep 07, 2018 at 11:20 AM · fpsframerate

Game seems to be locked to 30FPS

Hi,

I used the following code to show me the FPS in my game after it is built. http://wiki.unity3d.com/index.php?title=FramesPerSecond

What I find strange is that when I run the game either in the Editor, the build, in 480p or in 4k resolution it always is capped at 30/31 FPS. I don't have anything like "TargetFramerate" implemented.

If I turn on the "stats" in the Editor it does show more FPS but the FPS counter in the game is never above 31.

Is there a way that I could have accidentally capped the game at 30? Or is the FPS counter I used just not accurate?

Thanks in advance :)

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Answer by Sonky108 · Sep 07, 2018 at 01:15 PM

It seems that you have enabled V Sync. Go to Edit > Project Settings > Quality and look for VSync Count. It forces the game to display at full or half refresh rate of a monitor.

https://docs.unity3d.com/Manual/class-QualitySettings.html

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avatar image MSachs · Sep 07, 2018 at 01:52 PM 0
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Oh you are totally right :D Thank you.

The problem is I know now why I turned it on in the first place... I have some videos in the game which are played fullscreen. If I have Vsync off it happens with higher resolutions that those videos will start to stutter and the whole screen actually flickers red now and again...

Do you happen to know what the reason behind that is? I don't think it is because the framerate of the videos is lower than the actual FPS of the game because in low resolutions with even higher FPS everything is fine...

Any ideas? :)

avatar image Sonky108 MSachs · Sep 07, 2018 at 02:01 PM 1
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You can always set the VSync via script on video started and turn it off while it ends :) Once I was displaying fullscreen video and it was $$anonymous$$ring, but I've never noticed any artifacts like flickering red. $$anonymous$$aybe it's another UI element? Or video is not encoded properly? $$anonymous$$aybe it's editor only? No idea to be honest

avatar image MSachs Sonky108 · Sep 07, 2018 at 02:02 PM 0
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Oh yeah. Enabling it via script would probably be the best then :) And actually it is build-only in the editor everything is normal :D

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