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The game loop

samme edited this page Jun 30, 2024 · 14 revisions

Timing

Phaser's game loop steps based on requestAnimationFrame() (preferred) or setTimeout() at a target interval.

requestAnimationFrame() generally matches the display refresh rate (commonly 60Hz, higher on fast displays), but it can be lower (e.g., 30Hz) when a device is in low-power mode or the game is running in a different-origin document frame that the user hasn't clicked on. requestAnimationFrame() is usually paused by the browser in background tabs or hidden document frames.

You can check the frame rate distribution for setInterval() and requestAnimationFrame() on your device. (setInterval() has similar timing to setTimeout().)

Let's look at the game loop timing in the context of its default configuration.

name default value description
min 5 The maximum acceptable delta is 200 ms (5 fps).
target 60 The ideal delta is 16.6 ms (60 fps).
limit 0 No rate limit. Every animation frame from the browser causes one game step with the frame delta.
forceSetTimeOut false Use requestAnimationFrame().
deltaHistory 10 Use 10 consecutive frame deltas to calculate the smoothed value.
panicMax 120 During cool down, use the ideal delta for 120 frames.
smoothStep true Smooth the raw deltas and discard any deltas above 200 ms.

View these in a running Phaser game.

Some common configurations

When forceSetTimeOut is off, you probably shouldn't change target.

You could increase min, but it should be much smaller than target, otherwise you'll produce time distortion from too much clamping.

The default panicMax is rather large, so you could reduce it or set it to 0 to disable it.

Turning off smoothStep turns off delta smoothing, clamping, and cool down.

Limiting FPS with limit

new Phaser.Game({
  fps: {
    limit: 33,
    target: 30
  }
});

When you set limit, the game loop skips animation frames from the browser until the minimum delta is reached. (actualFps will show the browser's frame rate, not the game's step rate.)

On a 60Hz display, a 33 fps limit is smoother than a 30 fps limit because of the variance in animation frame deltas.

Limiting FPS with forceSetTimeOut and target

new Phaser.Game({
  fps: {
    forceSetTimeOut: true,
    target: 30
  }
});

target probably shouldn't be set above 60 except for testing logical update deltas.

When forceSetTimeOut is on, the actual step rate may be slightly slower than target, because of how setTimeout() works.

Cool down ☃️

The cool down feature happens when the game starts and if the user returns to a browser tab or document frame after leaving (refocusing). During the cool down period, the game loop ignores the actual deltas from the browser and uses the target delta instead until panicMax frames have elapsed. The purpose is to provide a consistent delta value during a period when the actual deltas can be unstable, but it can cause time distortion (for the period of the cool down) if the actual deltas are very different from the target (16.6 ms by default).

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