Why is the update speed too fast? (DEF-1785) (SOLVED)

Hi , I’m not really sure how to do this, but I will give it a try first.

UPDATE: Hi, the difference was

Above: dt values after 60seconds
Below : gettime difference after 60seconds

Update Frequency 60 , variable dt unticked and vsync on:

DEBUG:SCRIPT: 60.000003129244
DEBUG:SCRIPT: 59.979429244995

Update Frequency 60 , variable dt ticked and vsync off:

DEBUG:SCRIPT: 268.28545371525
DEBUG:SCRIPT: 59.806419372559

Update Frequency 60 , variable dt unticked and vsync off:

DEBUG:SCRIPT: 1176.7333947048
DEBUG:SCRIPT: 59.813241958618

My specifications:

|Build time|2018-06-18T16:06:50.083684|
|---|---|
|Defold channel|editor-alpha|
|Defold editor sha|4f2478d053dd63a6fcaa794b994256e7b0b25038|
|Defold engine sha|3abf70ee10dfb24e43529ff2e7ffbf1905ef5c19|
|Defold version|1.2.130|
|GPU|GeForce GTX 750/PCIe/SSE2|
|GPU Driver|4.6.0 NVIDIA 398.11|
|Java version|1.8.0_102-b14|
|OS arch|amd64|
|OS name|Windows 7|
|OS version|6.1|

Just to make it clear, do you have a screen with g-sync or not?

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Hi, No I don’t :confused:

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I have this issue with Defold v1.2.181 on Windows. With Frame Cap 60 and Vsync on the game runs too fast on a 144Hz monitor. This includes all go.animate and physics; the works.

The game runs as expected on mobile.

Is there a new way to fix this since this thread fizzled out in 2018?

This is still on our roadmap for 2021.
In the meantime, the only portable way is to use variable frame rate.

Okay, thanks!

This means not using vsync, right?

Correct.

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