# Unstable FPS in Vsync mode

**URL:** <https://forum.defold.com/t/unstable-fps-in-vsync-mode/77102>\
**Category:** Questions\
**Created:** [June 1, 2024, 2:37pm UTC](https://forum.defold.com/t/unstable-fps-in-vsync-mode/77102 "2024-06-01T14:37:37Z")\
**Posts on this page:** 1\
**Showing post:** 11

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**Author:** ![coroner-gss](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/coroner-gss/32/37154_2.png) [@coroner-gss](https://forum.defold.com/u/coroner-gss)\
**Post date:** [September 1, 2024, 4:55pm UTC](https://forum.defold.com/t/unstable-fps-in-vsync-mode/77102/11 "2024-09-01T16:55:52Z")

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Hi there, thanks so much! Just adding

```
if (socket.gettime() - self.fpsclock) > 0.018 then
	print(socket.gettime() - self.fpsclock)
end
self.fpsclock = socket.gettime()

```

in fixed\_update and initializing self.fpsclock in init already shows occasional random increases to 33 ms on my system. You do not recognize this in the example because nothing is moving in the end, but if you would now move with the camera around it would stutter.

I am not sure, in your example it might in fact be the physics collision that increases its runtime randomly in time, for me it seems to be the script.

BTW, sporadic fps drops also already occur with 100 objects … for me

Curious how this is for you

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