0 votes

I may have a hard time wording this question...

Is the number of frames in an animation determined by the target frame rate of a project,or by the actual achieved frame rate on running.

(For those wondering, the difference in practice is that calling a frame every target frame rate will cause the animations to look like they are in slow motion when the actual frame rate slows down. And look like they are on speed when frame rates are above target.

Calling a frame every actual rate causes animations to become choppy at low frame rates.)

And does the onprocess signal fire based on the same metric as an animation frame? Or can they become offset so that multiple on_process steps happen between frames?

in Engine by (12 points)

I think what's happening is that ideally, delta matches the framerate. But if there is a slowdown, delta will increase and frames may eventually be skipped, because delta is there for that reason: framerate is not always constant, we live in the real world after all^^
But delta has also a maximum value it's capped to, because the game would just not work properly above it.
You can maybe test if frame skip happens by artificially freezing the game (by using breakpoints or OS-specific stuff so the window hangs) so delta reaches maximum value, and see if that causes the animation to jump.

Please log in or register to answer this question.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to webmaster@godotengine.org with your username.