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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-12-06 17:03:55 +0100 |
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committer | GitHub <noreply@github.com> | 2021-12-06 17:03:55 +0100 |
commit | e1e3ea59785b58fc74cde44f4ea47a561a3ca293 (patch) | |
tree | bc2946ee69736933dd61d6fd9bd2cbc4a63800ed /doc/classes/ProjectSettings.xml | |
parent | 4bce5e302ef8cc6fcd0caf5137f0c1d3abdb88c2 (diff) | |
parent | 9e6b1b16c6269bdadc94b1c85f3d909b2195c828 (diff) |
Merge pull request #55667 from Calinou/doc-physics-ticks-per-rendered-frame
Diffstat (limited to 'doc/classes/ProjectSettings.xml')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index e0371a6a4a..ce9f41410a 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -432,8 +432,9 @@ </member> <member name="debug/settings/fps/force_fps" type="int" setter="" getter="" default="0"> Maximum number of frames per second allowed. The actual number of frames per second may still be below this value if the game is lagging. - If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate. + If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate. See also [member physics/common/physics_ticks_per_second]. This setting is therefore mostly relevant for lowering the maximum FPS below VSync, e.g. to perform non-real-time rendering of static frames, or test the project under lag conditions. + [b]Note:[/b] This property is only read when the project starts. To change the rendering FPS cap at runtime, set [member Engine.target_fps] instead. </member> <member name="debug/settings/gdscript/max_call_stack" type="int" setter="" getter="" default="1024"> Maximum call stack allowed for debugging GDScript. @@ -1481,8 +1482,9 @@ [b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead. </member> <member name="physics/common/physics_ticks_per_second" type="int" setter="" getter="" default="60"> - The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. + The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. See also [member debug/settings/fps/force_fps]. [b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_ticks_per_second] instead. + [b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended not to increase [member physics/common/physics_ticks_per_second] above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS. </member> <member name="rendering/2d/opengl/batching_send_null" type="int" setter="" getter="" default="0"> </member> |