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Add a --max-fps command-line argument to set a FPS limit
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This allows limiting framerate on any project, which is useful to
reduce power usage and latency with certain setups (such as VRR displays).

This is particularly useful in projects that do not expose a setting to change
the FPS limit. While external FPS limiters can be used, they can be cumbersome
to set up and result in increased input lag compared to a built-in FPS limiter.
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Calinou committed Jun 8, 2023
1 parent 577ab3c commit 07b2d51
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Showing 5 changed files with 22 additions and 1 deletion.
1 change: 1 addition & 0 deletions doc/classes/ProjectSettings.xml
Original file line number Diff line number Diff line change
Expand Up @@ -345,6 +345,7 @@
If [member display/window/vsync/vsync_mode] is [code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using a FPS limit a few frames lower than the monitor's refresh rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while avoiding tearing[/url].
If [member display/window/vsync/vsync_mode] is [code]Disabled[/code], limiting the FPS to a high value that can be consistently reached on the system can reduce input lag compared to an uncapped framerate. Since this works by ensuring the GPU load is lower than 100%, this latency reduction is only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked scenarios.
See also [member physics/common/physics_ticks_per_second].
This setting can be overridden using the [code]--max-fps <fps;>[/code] command line argument (including with a value of [code]0[/code] for unlimited framerate).
[b]Note:[/b] This property is only read when the project starts. To change the rendering FPS cap at runtime, set [member Engine.max_fps] instead.
</member>
<member name="audio/buses/channel_disable_threshold_db" type="float" setter="" getter="" default="-60.0">
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19 changes: 18 additions & 1 deletion main/main.cpp
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Expand Up @@ -210,6 +210,7 @@ static bool debug_paths = false;
static bool debug_navigation = false;
static bool debug_avoidance = false;
#endif
static int max_fps = -1;
static int frame_delay = 0;
static bool disable_render_loop = false;
static int fixed_fps = -1;
Expand Down Expand Up @@ -462,7 +463,8 @@ void Main::print_help(const char *p_binary) {
OS::get_singleton()->print(" --debug-avoidance Show navigation avoidance debug visuals when running the scene.\n");
OS::get_singleton()->print(" --debug-stringnames Print all StringName allocations to stdout when the engine quits.\n");
#endif
OS::get_singleton()->print(" --frame-delay <ms> Simulate high CPU load (delay each frame by <ms> milliseconds).\n");
OS::get_singleton()->print(" --max-fps <fps> Set a maximum number of frames per second rendered (can be used to limit power usage). A value of 0 results in unlimited framerate.\n");
OS::get_singleton()->print(" --frame-delay <ms> Simulate high CPU load (delay each frame by <ms> milliseconds). Do not use as a FPS limiter; use --max-fps instead.\n");
OS::get_singleton()->print(" --time-scale <scale> Force time scale (higher values are faster, 1.0 is normal speed).\n");
OS::get_singleton()->print(" --disable-vsync Forces disabling of vertical synchronization, even if enabled in the project settings. Does not override driver-level V-Sync enforcement.\n");
OS::get_singleton()->print(" --disable-render-loop Disable render loop so rendering only occurs when called explicitly from script.\n");
Expand Down Expand Up @@ -1325,6 +1327,17 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
goto error;
}

} else if (I->get() == "--max-fps") { // set maximum rendered FPS

if (I->next()) {
max_fps = I->next()->get().to_int();
N = I->next()->next();
} else {
OS::get_singleton()->print("Missing maximum FPS argument, aborting.\n");
goto error;
}


} else if (I->get() == "--frame-delay") { // force frame delay

if (I->next()) {
Expand Down Expand Up @@ -1951,6 +1964,10 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
OS::get_singleton()->_verbose_stdout = GLOBAL_GET("debug/settings/stdout/verbose_stdout");
}

if (max_fps >= 0) {
Engine::get_singleton()->set_max_fps(max_fps);
}

if (frame_delay == 0) {
frame_delay = GLOBAL_DEF(PropertyInfo(Variant::INT, "application/run/frame_delay_msec", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), 0);
}
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1 change: 1 addition & 0 deletions misc/dist/shell/_godot.zsh-completion
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Expand Up @@ -69,6 +69,7 @@ _arguments \
'--debug-collisions[show collision shapes when running the scene]' \
'--debug-navigation[show navigation polygons when running the scene]' \
'--debug-stringnames[print all StringName allocations to stdout when the engine quits]' \
'--frame-delay[set a maximum number of frames per second rendered (can be used to limit power usage), a value of 0 results in unlimited framerate]:maximum frames per seocnd' \
'--frame-delay[simulate high CPU load (delay each frame by the given number of milliseconds)]:number of milliseconds' \
'--time-scale[force time scale (higher values are faster, 1.0 is normal speed)]:time scale' \
'--disable-vsync[disable vertical synchronization even if enabled in the project settings]' \
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1 change: 1 addition & 0 deletions misc/dist/shell/godot.bash-completion
Original file line number Diff line number Diff line change
Expand Up @@ -72,6 +72,7 @@ _complete_godot_options() {
--debug-collisions
--debug-navigation
--debug-stringnames
--max-fps
--frame-delay
--time-scale
--disable-vsync
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1 change: 1 addition & 0 deletions misc/dist/shell/godot.fish
Original file line number Diff line number Diff line change
Expand Up @@ -89,6 +89,7 @@ complete -c godot -l remote-debug -d "Enable remote debugging"
complete -c godot -l debug-collisions -d "Show collision shapes when running the scene"
complete -c godot -l debug-navigation -d "Show navigation polygons when running the scene"
complete -c godot -l debug-stringnames -d "Print all StringName allocations to stdout when the engine quits"
complete -c godot -l max-fps -d "Set a maximum number of frames per second rendered (can be used to limit power usage), a value of 0 results in unlimited framerate" -x
complete -c godot -l frame-delay -d "Simulate high CPU load (delay each frame by the given number of milliseconds)" -x
complete -c godot -l time-scale -d "Force time scale (higher values are faster, 1.0 is normal speed)" -x
complete -c godot -l disable-render-loop -d "Disable render loop so rendering only occurs when called explicitly from script"
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