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After digging into Kha's code I realized the Display.frequency is hardcoded to 60 for all platforms except html5.
I found a temporary solution for my case, which is modifying Kha's Scheduler as shown in the images. Forcing the oneifhz variable to be 1.0 / 120.0 solves this speed issue.
I tested it with my:
main monitor: 120hz
secondary monitor: 75hz
android phone: 90hz (edit: I had to uncomment from line 54 to 62 -first image- in order to make it properly run here)
android tablet: 60hz
and the frequency keeps consistent across all those devices.
The audio issue with Krom is another thing that I'll open in a different issue.
moisesjpelaez
changed the title
Krom and Windows (C) builds playing at a higher speed.
Krom and Windows (C) builds playing at a higher speed with 120hz monitor.
Aug 31, 2024
Description
Krom and Windows (C) builds are played at a higher speed. The Krom build also plays the audio at a higher pitch.
To Reproduce
Open the project's
.wav
filesRun the project with Krom Runtime.
Run the project with Browser Runtime.
Compare the differences.
Expected behavior
To run the game at a normal speed on Windows Builds (same speed as browser builds).
System
Blender: 3.6.10 LTS
Armory: 2024.02
OS: Windows 11 Home (x64)
Graphics card: NVIDIA GeForce RTX 3050 Ti Laptop
Test File
Can be tested with the sound example. The handle spins faster on Windows builds (both C and Krom) and the audio pitch is higher with Krom.
Note: I haven't tested Mac or Linux builds.
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