Fixed FrameRate and Frame Smoothing do not work

Hello,

In 4.9 if you go to your project settings and choose a fixed frame rate of 60 instead of the system locking everything in 60fps it speeds everything up! Also if you choose as max frame smoothing the value for example 60fps nothing happens. It just renders everything as fast as the hardware can.

Thank you.

Hi -

Thank you for the report and the sample project. We are looking into this issue now and a colleague or myself will get back in touch with you with report information or if we have questions regarding reproducing this issue.

Ketchum

Hey ,

I am currently looking into this issue as I am also getting some varying results. I will let you know that when you increase your frames per second, if you are using the EventTick anywhere in your blueprints, things will increase is speed. I will continue to run some tests and when I have an official report I will return here with more information.

Thank you,

I’m also running into this with Preview 3. Taken to the extreme, setting the fixed frame rate in General Settings to 10 fps causes extremely fast playback of my 60fps root motion animations (estimated playrate of around 240 fps). The sky clouds are also zooming by. The onscreen ‘stat fps’ however is showing < 80 fps.

Setting a fixed frame rate of 240 fps still causes the stat fps display of 70 - 80 fps – the root motion animations are smooth as silk and as slow as a Texas salad bar. Behaving as if live action was filmed at 240 and played back at 30.

If you have some simple reproducible steps so that I can test and verify this on my end in a new blank project, that would help me determine the validity of this bug.

As I mentioned earlier, if you modify the framerate max and min, and there are events within your project based on ‘EventTick’, than these events will speed up or slow down depending on what you set as the frames per second. Especially if you use extreme values like 240 fps. Your computer will not be able to run at 240 fps so it will find the cap for your project (70-80 fps) and run off of this.

Thanks,

Hello,

It happend to me also today. I am not using blueprint’s, just C++. I am moving my units with this code:

FVector DeltaMovement = Velocity.GetUnsafeNormal() * m_MaxSpeed * DeltaTime;

if (!DeltaMovement.IsNearlyZero(1e-6f))
    SafeMoveUpdatedComponent(DeltaMovement, Rotation, true, Hit);

and when I maniupulate frame rate my units move with different speed. DeltaTime is correct thoug.

Repro steps:

(1) Change fixed frame rate to 5
(2) Go to editor window and manipulate with editor camera. Notice that camera speed has significantly incresed

I’m also seeing this issue, tested in both 4.9 stable and 4.10 Preview 3. I created a blank project, added a basic sphere mesh to the level, and checked “Simulate Physics” in its details.

With “Use Fixed Frame Rate” enabled in the project settings and the rate set to 10FPS, the sphere drops like lightning and “stat unit” in the console shows an FPS of 150+.

Adjusting the frame rate to 60 causes the ball to drop significantly slower, and “stat unit” shows around 105FPS.

I can provide this sample project or any other info if it would be helpful.

Also confirm issues (on 4.9) - definitely something going on here.
Would be great if Epic looked into this further (still here ?).

Scenerio:
Smoothed frame rate min / max: 30.0fps / 30.0 fps
Min desired frame rate: 30.0 fps.
Fixed frame rate: 30.0fps.

With frame smoothing enabled:
stat fps - 30fps / 33.33ms
stat unit - Frame 33.33ms / GPU: 33.33ms

With fixed frame rate enabled:
stat fps - 60 fps / 16.16ms
stat unit - Frame: 33.33ms / GPU 16.16ms

So for fixed frame rate, the frame time is correct, but the task scheduler doesn’t seem to be waiting for the frame (uses GPU time instead).

I am on mobile and trying to extend battery life / reduce heat and keep physics running with a consistent delta time for stability. From the description at What exactly does "Smooth Frame Rate" do? - Rendering - Epic Developer Community Forums while frame smoothing with the same min/max gives me 30 fps, it isn’t what I am after.

Hey psychogony,

We have done some investigating and found some inconsistencies, as you are reporting, with the Fixed Frame rate option. A bug report has been generated for this issue UE-22770, and it is currently backlogged. I cannot say when this issue will be fixed, but when a fix is implemented we will add it to our Hotfix release notes or full engine Release Notes.

With that being said, I will do what I can to add community interest to the report in order to get more priority on this issue.

Update: This has been fixed for the 4.11 release branch. You can either wait for the official release of 4.11 for the fix, or you can go to GitHub code fix and integrate it via a custom source build.

Thank you,

as it makes most physics games really hard to do!

this was first reported in July… Please make it a rush one!

Did this make it into 4.10?

This issue has been backlogged, which is all the information I have and can provide at this time.

Hello, I’ve been playing with the fixed frame rate in 4.10 today and my animations are all speeding up as described above. Very glad I checked this page! +1 for a fix asap!

This needs to be fixed, as it completely cripples physics games. I’m using 4.10 and if I don’t use fixed framerates, I can’t balance my physics joints properly to react in a consistent manner between PIE and in a compiled project. Using fixed at 30fps just makes everything physics in the editor go 2x as fast, and make it impossible to work with. This is an issue that should really be addressed. +1 for a fix as soon as possible for this frustrating bug.

I completely agree. It took me forever to even figure out that this was the issue I was encountering. The inconsistency between player in editor and the compiled windows executable are dramatic. Playing my game in editor with smooth was resulting in so many inconsistencies, which switching to a fixed update SHOULD fix, but instead it just speeds everything up, even with physics substepping. This even affects particle animation speeds. This needs to be fixed soon.

Don’t mind the poor video quality, as my screen capture wasn’t working to show the problem. Here’s what particles and physics objects look like with 'Use Fixed Framerate" turned off, versus turned on in 4.10. I also noticed after uploading the video that the actual in editor camera movement is faster as well. Try setting the framerate to something crazy like 15 to really see the problem.

Video

Hello im making a multiplayer physics based game, Smoothed framerate mode create noticeable hitching in the motion of my actors against my background (the actors are moving along a dynamic vector thats calculated per frame) Fixed framerate appears to be working fine in my editor, And is giving a perfectly smooth experience in simulated multiclient in-editor play tests. However when packaged into exe’s with a dedicated server my clients begin simulating at 240fps, quadrupling the motion of everything. I’d love to cast my vote on solving this issue.

Hi , I just wanted to check if any progress was made on fixing this bug?
We have been developing a game for PSN and iOS for well over a year now and this bug is actually preventing us from releasing the game.

All particle systems, animations, animated shaders and physics of the main character and NPCs are affected.

I think it’s safe to say that most game developers will sooner or later run into this problem.

If there is anything we can do to speed this up, please let me know.
Many thanks!

The issue is still currently backlogged, but I have updated the bug report to reflect the increasing community interest. I also added your comments about you being blocked by releasing your project. Hopefully it is enough to gain attention.