# Can a HTML5 physics game run smoothly at 60fps on an external monitor?

**URL:** <https://forum.defold.com/t/can-a-html5-physics-game-run-smoothly-at-60fps-on-an-external-monitor/41515>\
**Category:** Questions\
**Created:** [January 25, 2019, 3:23pm UTC](https://forum.defold.com/t/can-a-html5-physics-game-run-smoothly-at-60fps-on-an-external-monitor/41515 "2019-01-25T15:23:54Z")\
**Posts on this page:** 1\
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**Author:** ![Johan\_Beck-Noren](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/johan_beck-noren/32/2622_2.png) [@Johan\_Beck-Noren](https://forum.defold.com/u/Johan_Beck-Noren)\
**Post date:** [January 25, 2019, 3:31pm UTC](https://forum.defold.com/t/can-a-html5-physics-game-run-smoothly-at-60fps-on-an-external-monitor/41515/2 "2019-01-25T15:31:45Z")

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Your best bet for consistent behaviour across those setups (HTML5, iPhone in power-save mode etc.) is to uncheck vsync and leave frame cap at 0. This way the engine will measure elapsed time every frame instead of trying to query the hardware for monitor refresh rate.

Unfortunately this may result in (maybe) less stable physics simulation since the timestep will not be constant. The work with decoupling physics timestep from engine frame time would resolve this, but it’s not planned for any release in the near future.

> [@Teaser Fridays and Roadmap talks](https://forum.defold.com/t/teaser-fridays-and-roadmap-talks/2803/89):
>
> Today I’ve experimented with having our physics simulation run with a fixed delta-time instead of going in lockstep with the framerate. In this video we see Box2D running in 300 steps/s and in 20 steps/s respectivly. When debug-rendering the physics shapes the lower rate or 20 steps/s becomes more evident. The actual gameobject components has their position and rotation interpolated to still get smooth rendering at whatever frame rate the rest of the gamesystems are running in. Decoupling the …

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