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Participant
April 2, 2014

>65 FPS

Hi guys,
I've been developing a prototype in Unity for a while, and after hearing about 90-120hz refresh rates, I'm wondering how I'm going to suddenly double my frame rate to keep up. Then once the double resolution screens come out for CV1, I'll be somehow doubling FPS and resolution at the same time, which is concerning.

While messing with my Unity scene, I tried some simple stuff like just removing all objects from the game, to see how high the frame rate would go. It stayed exactly the same, 65fps. So I'm thinking that Unity may already be capping my frame rate? I also downloaded a frame rate counter script and tried that, it says about the same, 60fps (which didn't change at all depending on what I was looking at).

The only time I ever see higher frame rates is when I'm not playing with "maximize on play" on, ie the game window is tiny. Then I still only see 70-80fps, while the fps script still reads 60.

Any thoughts on whether my frame rate is being capped at 60fps, or how to un-cap it?
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    11 replies

    Up and Coming
    April 4, 2014
    I suggest digging into the profiler. It not only shows you how long it takes for both the GPU and CPU to execute a frame, it lets you dig down and find how long individual functions are taking.

    Everything under Camera.Render should happen in parallel with the work on the GPU (but that doesn't mean one cannot stall the other, wasting time), but other scripts can take quite a lot of time to run before rendering even begins if you are not careful. It will also tell you if you are allocating memory each frame, which will inevitably cause hitches.

    You can also connect the profiler to a running game on another PC.