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Display real FPS in the 3D editor instead of estimating based on CPU/GPU time
This reverts to the 3.x method for displaying FPS in the View Frame Time panel. This has two consequences:
- The reported FPS will no longer go past V-Sync or framerate limiters.
- Unfocusing the window will display a low framerate (10 FPS by default), since the FPS is actually being limited by the engine's low-processor mode. In general, in this situation, the current FPS estimate can't be expected to be accurate as the GPU will often downclock as a result of the low GPU utilization.
Constant redrawing is still forced while the panel is visible, so there's no risk of having low-processor mode interfere.
The engine's FPS readout is updated less smoothly than the current method, but this will be improved if https://github.com/godotengine/godot/pull/63356 is merged.
On the images below, the actual FPS (and GPU power consumption) is identical, but since I use a 120 Hz display with V-Sync enabled, the engine cannot go past 120 FPS:
| Before | After |
|---|---|
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- See https://github.com/godotengine/godot/issues/69218.

