Yeah, I’m using a 144hz monitor. Setting “Variable dt” fixes it. I was actually wondering about this: is there a difference in Defold between game physics update time and actual framerate? What if I want my game to take advantage of higher update rate monitors, but still run physics at 60hz?
See: Physics simulation rate — The updates are the same, with the same dt. I’m not the right person to answer your second question, but I’m guessing it’s a no.
I’m not quite sure how Defold limits the frame rate to be honest. I have a 75Hz monitor to test with. A windows desktop build with fixed dt seems to adjust and run fine on it, but an HTML version needs variable dt to run correctly.
I wonder what the best practice is then. In that thread it is stated that it is always preferred to use a fixed time step, but if I do that it makes my game run way too fast on my monitor even when I have it set to 60hz. I want to make a fighting game and timing is extremely important in that genre.
@Johan_Beck-Noren Didn’t you start on the task of getting dmengine to respect the update frequency (although that was maybe only the headless version)?