Above 60 fps (120 or 144).

Ideas that are too old (too many things have changed since) and ones which won't be implemented for certain reasons or if there are obviously better suggestions.

Moderator: ickputzdirwech

User avatar
atomizer
Fast Inserter
Fast Inserter
Posts: 144
Joined: Sat Sep 22, 2018 3:18 pm
Contact:

Re: Above 60 fps (120 or 144).

Post by atomizer »

From another angle, if rendering framerate and camera movement would get unlocked from update rate, it would also make low UPS games much more comfortable to play. Everyone could potentially benefit, it's not something only for the 1%.
User avatar
Locane
Fast Inserter
Fast Inserter
Posts: 128
Joined: Fri Jan 04, 2019 8:46 am
Contact:

Re: Above 60 fps (120 or 144).

Post by Locane »

Koub wrote: Tue Mar 05, 2024 6:43 am [Koub] Merged into the older thread on the same subject. Bear in mind the devs have said a definitive "No"
Thanks for the info Koub. Can you show me where the definite no was said?
FuryoftheStars
Smart Inserter
Smart Inserter
Posts: 2766
Joined: Tue Apr 25, 2017 2:01 pm
Contact:

Re: Above 60 fps (120 or 144).

Post by FuryoftheStars »

Locane wrote: Thu Mar 07, 2024 8:03 am
Koub wrote: Tue Mar 05, 2024 6:43 am [Koub] Merged into the older thread on the same subject. Bear in mind the devs have said a definitive "No"
Thanks for the info Koub. Can you show me where the definite no was said?
Look 3 posts above yours that got merged in.

It was also said on page 1, 3rd from last.
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles | New Gear Girl & HR Graphics
coppercoil
Filter Inserter
Filter Inserter
Posts: 504
Joined: Tue Jun 26, 2018 10:14 am
Contact:

Re: Above 60 fps (120 or 144).

Post by coppercoil »

Statements "It is not going to happen" may not last forever. Sometimes things do change. 2.5 years has already passed.
Rseding91
Factorio Staff
Factorio Staff
Posts: 16314
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: Above 60 fps (120 or 144).

Post by Rseding91 »

coppercoil wrote: Thu Mar 07, 2024 9:14 am Statements "It is not going to happen" may not last forever. Sometimes things do change. 2.5 years has already passed.
I can add another "No" to re-up for the next 2.5 years.
If you want to get ahold of me I'm almost always on Discord.
Koub
Global Moderator
Global Moderator
Posts: 8082
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: Above 60 fps (120 or 144).

Post by Koub »

For me, the "No" from the devs is definitive. I let the thread unlocked so that modding initiatives around this subject can be discussed, and people can see them when searching for posts about higher refresh rates.
If people keep posting to "up because that would still be cool", I'll just plain lock it, and the same for any subsequent request in the same spirit, or until the devs tell me otherwise.
Koub - Please consider English is not my native language.
computeraddict
Filter Inserter
Filter Inserter
Posts: 412
Joined: Sat Oct 07, 2023 6:44 am
Contact:

Re: Above 60 fps (120 or 144).

Post by computeraddict »

Rseding91 wrote: Thu Mar 07, 2024 9:18 am
coppercoil wrote: Thu Mar 07, 2024 9:14 am Statements "It is not going to happen" may not last forever. Sometimes things do change. 2.5 years has already passed.
I can add another "No" to re-up for the next 2.5 years.
!remindme November 7th, 2026

Maybe we can get it in the Factorio 2 engine
waitofaiorur
Inserter
Inserter
Posts: 37
Joined: Fri Aug 30, 2019 11:53 am
Contact:

Re: Above 60 fps (120 or 144).

Post by waitofaiorur »

I don't need higher fps, but could it at least not break when running at higher refresh rates? Panning/scrolling becomes laggy when running at anything other than 60fps.
User avatar
jodokus31
Smart Inserter
Smart Inserter
Posts: 1659
Joined: Sun Feb 26, 2017 4:13 pm
Contact:

Re: time for >60fps

Post by jodokus31 »

boskid wrote: Sun Sep 26, 2021 11:07 am In order for this to be feasible - to get 120FPS, it would also require updates to happen at 120UPS. This would be possible if there would be some utility constant which would say how many ticks are expected in a game second to properly scale everything but that would also mean a lot of prototype constants which were defined in terms of ticks would need to be rescaled in order to accurately describe timmings for the new ticks/second condition.
Any chance, that this might get implemented natively at some point? (I know, that dev responses are quite clear, but maybe this changes at some point, don't want to annoy you...)

There is a mod, which does that, but it has some disadvantages:
https://mods.factorio.com/mod/GTTS

I imagine, that you could select values from 30, 60 and 120 FPS/UPS and the game switches this "utility constant". Could also be cool for bigger bases to tune down everything, but 30 FPS/UPS is not that important, IMO. When the base is still small, 120 FPS/UPS would be viable.

I'm currently playing with Framegen for 2x FPS, which works considerably well, except for some artifacts.

Thanks.
Rseding91
Factorio Staff
Factorio Staff
Posts: 16314
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: time for >60fps

Post by Rseding91 »

jodokus31 wrote: Tue Nov 25, 2025 4:55 pm Any chance, that this might get implemented natively at some point?
After 10+ years of Factorio, and then the expansion, I’m quite comfortable saying no, it will never happen.
If you want to get ahold of me I'm almost always on Discord.
User avatar
jodokus31
Smart Inserter
Smart Inserter
Posts: 1659
Joined: Sun Feb 26, 2017 4:13 pm
Contact:

Re: time for >60fps

Post by jodokus31 »

Rseding91 wrote: Tue Nov 25, 2025 7:16 pm
jodokus31 wrote: Tue Nov 25, 2025 4:55 pm Any chance, that this might get implemented natively at some point?
After 10+ years of Factorio, and then the expansion, I’m quite comfortable saying no, it will never happen.
I will never ask again :lol: Thanks for this great game
Post Reply

Return to “Outdated/Not implemented”