Here’s my situation: I have a game prototype that plays at over 1000 fps when run as a Windows stand alone and 70 fps when run as a web player in the browser. That I understand is because the framerate is capped in the browser’s window. But what I don’t understand is why it only runs at 100 fps (1/10th the speed of the stand alone) when run in full screen from the webplayer? I thought a webplayer playback speed wasn’t capped when run in full screen?
By default Web Player is capped at 60 fps. Windows Web Player fullscreen is capped at 200 fps and everything else is capped at 1000 fps. Although it makes little sense measuring fps under no load. You can change cap value by setting Application.targetFrameRate.
Thanks, that helped a little. By using Application.targetFrameRate I’m now able to get the webplayer to run at 100 fps in the browser, but full screen is still capped at 100 fps. Any ideas on how to get the cap raised when running a web player in full screen?
you can’t
And you don’t need it, as only 3d screens exceed 100hz at all so all others will happily life with less on vsync
While it is true that anything over 100 fps is irrelevant in a final build, it’s helpful to be able to see what the engine’s frame-rate is while I’m experimenting with different ideas. It helps to give me some feedback as to what the performance will be like later on once I start building a real scene using the same methods.