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The desired frame rate in Hertz. Set to 0 for variable frame rate. A value larger than 0 will result in a fixed frame rate capped at runtime towards the actual frame rate (which means that you cannot update the game loop twice in an engine frame). Use [`sys.set_update_frequency(hz)`](https://defold.com/ref/stable/sys/?q=set_update_frequency#sys.set_update_frequency:frequency) to change this value at runtime.
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The desired frame rate in Hertz. Set to 0 for variable frame rate. A value larger than 0 will result in a fixed frame rate capped at runtime towards the actual frame rate (which means that you cannot update the game loop twice in an engine frame). Use [`sys.set_update_frequency(hz)`](https://defold.com/ref/stable/sys/?q=set_update_frequency#sys.set_update_frequency:frequency) to change this value at runtime.
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This integer value controls how the application deals with vsync. 0 disables vsync, and the default value is 1. When using an OpenGL adapter, this value sets the number of frames the window should [update between buffer swaps](https://www.khronos.org/opengl/wiki/Swap_Interval). For Vulkan, there is no built-in concept of swap interval, the value instead controls if vsync should be enabled or not.
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This integer value controls how the application deals with vsync. 0 disables vsync, and the default value is 1. When using an OpenGL adapter, this value sets the number of frames the window should [update between buffer swaps](https://www.khronos.org/opengl/wiki/Swap_Interval). For Vulkan, there is no built-in concept of swap interval, the value instead controls if vsync should be enabled or not.
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