Timer rate faster than should be
I haven't done a deploy so I wouldn't know for release, but in editor when I'm testing, my timers are always going 2-3 times faster than real time (ie: 6 second timers are going off after like 2-3 seconds). Global time dilation and time dilation on the actor I call the timer in is both 1.0, the default. Why could this be happening?
asked Oct 12 '15 at 03:02 PM in C++ Programming
I've narrowed down the problem on this:
VSync is off in this picture. Despite this, 'Frame' says 16.67 ms. DeltaTime reflects this. But I'm still getting a frametime of 4.43 ms. So, DeltaTime seems to be precalculating based on the value of 'Frame', but the actual framerate is much faster than that. This results in my game getting sped up 3 fold. Turning VSync on fixes this (not sure if it would break if I got under 60 fps with VSync on).
Simple way to reproduce this:
Can anyone else confirm this is happening as well?
answered Oct 18 '15 at 05:24 PM
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