DaveInDev
Member
Hi there,
I am in windows 10, with a windowed game.
Despite all my efforts, I cannot change the game speed which stays at 60, even if I have room for speed...
I tried :
- changing options / general / game speed to 90 or anything else
- using game_set_speed (note that game_get_speed reflects the change, but nothing happens...)
- tweaking display_set_timing_method
- tweaking vsync on/off on the option/windows/graphic.
I display the variable "fps" that stays at 60.
game_get_speed show 90.
And the fps_real runs around 180-300.
Is it possible that Windows is using VSYNC and is forcing GMS2 to follow VSYNC rate ?
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By the way, I do not really understand this fps_real variable : in the manual it's said :
" the fps is the number of CPU steps that GameMaker Studio 2 is actually completing in a second up to a maximum value of the room speed itself. To get the true fps, ie. the actual number of cpu steps per game step, use the fps_real variable ".
I understand the first part. There is a "desired fps", and then a obtained fps, that can be lower if there is too many calculation in one step (and then the game seems to slow down, because GMS does not use delta time). But what is this "true fps", which in my case seems to be higher than the FPS... Is it the FPS that GMS could achieved if it was not restricted by the room_speed ? Because in any case, it seems that the number of calls to "step events" per second is always the limited "fps" and not this "fps_real"...
I am in windows 10, with a windowed game.
Despite all my efforts, I cannot change the game speed which stays at 60, even if I have room for speed...
I tried :
- changing options / general / game speed to 90 or anything else
- using game_set_speed (note that game_get_speed reflects the change, but nothing happens...)
- tweaking display_set_timing_method
- tweaking vsync on/off on the option/windows/graphic.
I display the variable "fps" that stays at 60.
game_get_speed show 90.
And the fps_real runs around 180-300.
Is it possible that Windows is using VSYNC and is forcing GMS2 to follow VSYNC rate ?
--------------
By the way, I do not really understand this fps_real variable : in the manual it's said :
" the fps is the number of CPU steps that GameMaker Studio 2 is actually completing in a second up to a maximum value of the room speed itself. To get the true fps, ie. the actual number of cpu steps per game step, use the fps_real variable ".
I understand the first part. There is a "desired fps", and then a obtained fps, that can be lower if there is too many calculation in one step (and then the game seems to slow down, because GMS does not use delta time). But what is this "true fps", which in my case seems to be higher than the FPS... Is it the FPS that GMS could achieved if it was not restricted by the room_speed ? Because in any case, it seems that the number of calls to "step events" per second is always the limited "fps" and not this "fps_real"...