Timestep doesn't take refresh rate into account
See original GitHub issueSetup
- Have two monitors, one 160hz and the other 60hz
- Open Newton’s Cradle demo listed in readme (Link)
- Run demo, and move chrome window from one monitor to the other
Observe
The demo runs twice as fast on the 160hz monitor than it does on the 60hz monitor
GIF
I recorded it on my phone to show the difference in simulation speed https://gfycat.com/HugeAmusingChameleon
I believe this is because of an assumption that requestAnimationFrame
target FPS is 60, where as on a higher refresh rate RAF can be called at 140fps
Issue Analytics
- State:
- Created 5 years ago
- Reactions:5
- Comments:7 (1 by maintainers)
Top Results From Across the Web
Is fixing your timestep still a thing? : r/gamedev - Reddit
What I am wondering is, is this still relevant in the age of high refresh rate monitors?
Read more >Fix your (Unity) Timestep! - John Austin
Under load, your game will slow down. You must be much more careful that FixedUpdate can run at display frame rate.
Read more >Another way to fix your timestep - GameDev.net
1. first, variable timestep is used to get the same speed on all pc's - but variable timesteps which are large can make...
Read more >Why does Fixed Timestep setting affect game speed?
I aslo though the time.deltaTime multiplier would take this into account. If I also increase Time Scale to 2 (and Time Step at...
Read more >When should I use a fixed or variable time step?
There are two issues related to the question. Should physics step rate be tied to frame rate? Should physics be stepped with constant...
Read more >Top Related Medium Post
No results found
Top Related StackOverflow Question
No results found
Troubleshoot Live Code
Lightrun enables developers to add logs, metrics and snapshots to live code - no restarts or redeploys required.
Start FreeTop Related Reddit Thread
No results found
Top Related Hackernoon Post
No results found
Top Related Tweet
No results found
Top Related Dev.to Post
No results found
Top Related Hashnode Post
No results found
Top GitHub Comments
I’ve been trying to find out how to fix this as well. Running a game, using MatterJS physics, on 2 different monitors (144hz and 60hz) is like putting on fast forward.
Same issue occurring for me and others