#[0.0.7 Windows] Screen Tearing if FPS Limit is Chosen While VSYNC is on.

1 messages · Page 1 of 1 (latest)

elfin gulch
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When an FPS limit is selected, even if it's 60FPS it will cause screen tearing while VSYNC is enabled. "Disabling" the limiter solves the issue. I would suggest locking that setting while VSYNC is enabled.

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I've tried different monitors and different resolutions

winged wharf
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Could you try running the game with DirectX 12, or Vulkan? Also could you try if 0.0.8 fixes it? ( #✨updates )

elfin gulch
pliant lance
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i have the same problem. i can give you more information if you want.

keen yarrowBOT
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👍 Your bug report is in review. Our team is currently investigating.

main sequoia
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it's still happening it appears

humble gull
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Hi Furvoid! This issue seems to be out of our control due to how Unity manages v-sync and fps limitation. Running the game on dx12 should reduce the screen tearing but the FPS manual limitation will overlap with v-sync functionality

untold summit
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I am pretty sure what they meant is that turning VSync on should automatically disable the FPS limit (to avoid confusion) - there are use cases for VSync + FPS limiting but not sure how relevant they are

humble gull
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I'm sure that was meant as well on 2024, but that is rather a #💡suggestions than a bug itself. I'll push on my side for consideration but I'm flagging this post as not a bug

main sequoia
# untold summit I am pretty sure what they meant is that turning VSync on should automatically d...

no, I meant the bug itself. I encountered this because it seems like the default fps is 60, so I tried 'forcing' it to 120 via the fps limit. That's when I started getting the lack of Vsync

But if it isn't fixable in the game itself, I'll have to stick with 60 fps

|| @bruno ||

So then the real issue would be no way to set the default fps rather than the fps limit? I can make a suggestion about it if you want

untold summit
main sequoia
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right, my screen could be capped at 60 fps

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no clue where to find if it is tbh

untold summit
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I still don't get what you are trying to achieve.

  • What FPS do you want to have?
  • Do you need screen tearing or want to avoid screen tearing?
  • What is your monitor capable of?

Most likely what you want can be achieved by combining highly specific game settings, borderless/fullscreen mode, renderer that supports such behavior and NVIDIA driver settings

main sequoia
untold summit
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What VSync does is capping game refresh rate to your monitor refresh rate. I guess you want >60 FPS and no screen tearing?

main sequoia
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so my monitor has never been able to go above 60 fps? wild

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turning vsync off turns my fps to like 150

untold summit
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You can check your monitor in Windows settings (right click desktop, there should be an option to open display settings). If it is set to 60 Hz, then that is a common misconfiguration and can be fixed easily. If it's higher than 60 Hz but the game thinks your monitor is 60 Hz, then that could be a different bug 😅

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You can also try entering this in the Run window (Win+R): ms-settings:display-advanced. I cannot test whether this opens the settings window I'm thinking of at the moment

main sequoia
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I hate windows

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but in the settings 60 is the max, there is an option for 70 but that forces my resolution to like half or something

untold summit
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Your monitor is limited to 60 Hz then, there is still a reason to use FPS >60 but I have no idea if it's supported nowadays

main sequoia
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damm

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thanks for help

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what would be the reason to go above 60 anyway? for the game or for windows you mean?

untold summit
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Alternatively, if your monitor is new and is advertised as >60 Hz monitor, there might be something else preventing you from using full refresh rate. I'd need the exact model to be sure (also shown in Advanced Display Settings) 😅

untold summit
# main sequoia what would be the reason to go above 60 anyway? for the game or for windows you ...

If you limit the game to 60 FPS and it drops a single frame because of fluctuations (i.e. down to 59 FPS) then you'll have an unpleasant jitter whenever that happens. It was very common to use "triple buffering" to make the game render more frames than the monitor can display without tearing, and drop the frames that couldn't be displayed in time. This adds more latency but keeps the picture smooth. From a quick search I can only find this as a supported option for OpenGL though - and Shapez 2 does not really support OpenGL (you may get severe rendering issues if you try to use it)