Feature Link: https://docs.godotengine.org/en/stable/classes/class_performance.html
Tested versions
v4.6.2.stable.official [71f334935]
System information
Godot v4.6.2.stable - Windows 11 (build 26100) - Multi-window, 1 monitor - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 4060 (NVIDIA; 32.0.15.6636) - Intel(R) Core(TM) Ultra 7 265K (20 threads) - 47.27 GiB memory
Issue description
When application/run/max_fps in Project Settings is set to 0, or set to value equal or above the monitor's refresh rate, the Performance.get_monitor(Performance.TIME_PROCESS) doesn't seem to give us the correct frame time, but instead time between render frame, like delta in _process().
When this value is giving correct value, it can be useful to maintain steady fps by adjusting graphic settings.
Steps to reproduce
- Open the MRP with Godot.
- Run the project.
Since max_fps is currently set to 0, the time process label will show you the wrong number.
- Now stop the project.
- Go to Project Settings > Application > Run.
- Set Max FPS to any number between 0 to your monitor's framerate (exclusive). For example if your monitor is 60hz, change the value to 59.
- Now run the project.
Now it will not show delay between frames, but instead a small number, which I assume is the correct frame's render time.
Minimal reproduction project (MRP)
godot-perfmon-bug.zip
Feature Link: https://docs.godotengine.org/en/stable/classes/class_performance.html
Tested versions
v4.6.2.stable.official [71f334935]
System information
Godot v4.6.2.stable - Windows 11 (build 26100) - Multi-window, 1 monitor - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 4060 (NVIDIA; 32.0.15.6636) - Intel(R) Core(TM) Ultra 7 265K (20 threads) - 47.27 GiB memory
Issue description
When
application/run/max_fpsin Project Settings is set to 0, or set to value equal or above the monitor's refresh rate, thePerformance.get_monitor(Performance.TIME_PROCESS)doesn't seem to give us the correct frame time, but instead time between render frame, likedeltain_process().When this value is giving correct value, it can be useful to maintain steady fps by adjusting graphic settings.
Steps to reproduce
Since max_fps is currently set to 0, the
time processlabel will show you the wrong number.Now it will not show delay between frames, but instead a small number, which I assume is the correct frame's render time.
Minimal reproduction project (MRP)
godot-perfmon-bug.zip