Solved Framerate question

Question that is answered or resolved.
Sorry, no. The FPS is hard coded to throttle at 200. We might consider a variable frame-rate throttle in the future.

There are script tricks you can do to slow it down if you really wanted to, but unless you have a good reason, it's probably not worth bothering.

DC
 
If you have to ask at all, then you're not ready to do it without some more fundamental learning. It would be a very carefully tuned loop that purposely freezes the engine for a set amount of time to force 60FPS. But one wrong move and you'll crash it instead. The placement could also be different depending on whatever other things you have going.

Not something I can just post for you to plug n' play.

DC
 
Just to elaborate a bit for anyone coming from a traditional FGC frame-timing mindset:

At first glance, OpenBOR running at 200 Hz update might look kind of stupid, because it doesn’t divide cleanly into 60 FPS. From a purely frame-based perspective, you might assume we should move to 240 Hz (60×4) or even 180 Hz (60×3) so everything lines up perfectly.

That isn’t the goal.

OpenBOR is built around centisecond timing, not frame timing. The engine measures time in hundredths of a second and updates at a rate chosen to support that model. Consider the comparison:
  • 200 Hz: one engine update = 5 ms = 0.5 centiseconds
  • 60 FPS: one frame = 1.666666… centiseconds
IOW, you can align perfectly to centiseconds, or you can align perfectly to 60 FPS frames, but you cannot do both at the same time.

OpenBOR chooses centiseconds for several reasons:
  • Centisecond timing eliminates a lot of frame based rounding issues.
  • Time based simulation is how most modern engines work. One of them being that any framerate loss is less likely to louse up in game mechanics.
  • Centiseconds are generally easier for new creators to grasp than strict frame math.
Frame-based timing is still possible conceptually, but internally the engine remains centisecond-driven by design.

DC
 
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