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Vertical synchronization is reactivated when the window regains focus #48061
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Can you reproduce this in 3.2.3? Also, in HTML5, you do not have effective control over V-Sync as the browser will likely force it. The graphics driver may also force V-Sync by default, especially on macOS. |
https://chapatizretro.com/fps/fps_323.html (vsync is disabled but seems to be still enabled, can't reach 30 fps) So why you can set target fps to 30 if you can't control vsync in HTML5 ? I find that very useful because players with old devices can run my game without setting their old graphics card on fire |
The Target FPS setting is unrelated to V-Sync. The following combinations are all valid:
While you will always have control over the target FPS, you won't always have control over V-Sync, especially on mobile and web platforms. As a workaround, you may be able to set |
Thanks Calinou, i will try your solution :D |
So @Calinou i tried your workaround with _process or _physics_process and the behavior is the same ... |
@Faless hello Fales, how i can fix this issue ? |
Godot version:
3.3 rc9
OS/device including version:
Windows 10, Macbook pro retina 2013, Intel Iris Graphics 6100, Google Chrome
Windows 10, AMD Ryzen 5 2600, GTX 1650, Google Chrome
Issue description:
In HTML5 export, i disabled vsync and set FPS target to 30 to make my game more friendly for user with old devices.
Everything work when window's user keep focus.
When you decide to open another tab/window for 10 seconds and you get back on the game tab ; vsync is re-enabled and FPS target is set to 60
Steps to reproduce:
Minimal reproduction project:
https://chapatizretro.com/fps/fps.zip
https://chapatizretro.com/fps/fps.html (web version)
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