Display real FPS as a fallback if GPU time information is not available#99301
Display real FPS as a fallback if GPU time information is not available#99301Calinou wants to merge 1 commit into
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That's the downside of displaying the real FPS – it will be affected by FPS caps (internal to Godot or external). By default, editor FPS is capped to 145 by the Low Processor Mode Sleep Usec setting (the maximum FPS is determined by That said, I expect you will be below 145 FPS on a Retina display most of the time anyway, especially in complex 3D scenes with various environment effects enabled. |
I normally don't have resolution scaling set to 1.0, usually something like 0.6. And if m1 max can't render over 145 fps easily with that scale I assume the game to be unplayable for most people because it's not a low-end gpu. That's why I'm afraid fps counter limited to 145 fps is equally as uninformative as an fps counter that always shows 100000 fps in trying to quickly assess how different things in a scene affect performance. Not being able to see that without running the game is a big regression tbh |
Unfortunately, if we can't access GPU timings, there is no good solution to this. Enabling Update Continuously greatly increases power consumption, so doing it while you are working in the 3D editor viewport would negatively impact battery life and heat/noise emissions. You would also need V-Sync to be disabled so that FPS isn't capped by the monitor refresh rate, and some people may dislike the resulting tearing from this. This increase in power consumption could be more measured if Update Continuously only kicked in while freelook is active, but again, people would wonder why FPS suddenly changes when entering or exiting freelook. In any case, I wouldn't show a FPS counter that says 100000 because it's trying to avoid a division by zero. |
This fixes FPS being reported as 100000 on the web editor and on other platforms/renderers where GPU time information isn't available.
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This fixes FPS being reported as 100000 on the web editor and on other platforms/renderers where GPU time information isn't available.
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