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Question by GlennSnyder · Nov 02, 2019 at 04:09 PM · renderingfpsframeratevsync

Controlling framerate with LWRP

I know the forum has gone over this ad nauseam, but Im having a somewhat specific issue.

Im currently unable to control the FPS of my game at any point. In my case the game is actually rendering too quickly (130-400+) and I want to bring it down to <90fps. Regardless of how or when I modify the vsync setting and set the desired frame Unity runs as fast as it can. This happens in both editor and on a built game.

Before anyone asks why Id want to go SLOWER, I have real world pose data coming in at 120fps. When the game speeds up above 120 fps we start to see stuttering in anything that is keyframe animated. I believe this is because when we are running at 300fps for instance the objects that are keyframe animated have their position and orientation updated every frame, whereas the first person is only getting new position and orientation data every 2-3 frames.

We're working on a pseudo kalman filter in order to have the ability to keep the frame rate running around 300+ if we want to in the future. However, in the meantime I want to be able to test this hypothesis by running the game at a lower, locked frame rate. I cant get Unity to play ball.

Im not sure it matters at all but we have been running the LWRP. I haven't found anything that mentions this not listening to vsync or desired frame rate, but wanted to mention it.

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