Godot Version
4.6
Question
Hi. I’m testing a Godot game on Android devices with 120 Hz displays (specifically Redmi Note 12 Pro), and I have a question about FPS limiting vs actual display refresh rate.
I understand the difference between application FPS and display refresh rate (Hz), so this is not a performance question.
What I observe:
In Godot, with:
VSync = ON (also with OFF same problem)
Max FPS = 60
the game renders at ~60 FPS, but the display stays at 120 Hz.
In games like Terraria and Mobile Legends on the same device:
selecting 60 FPS (or 30 FPS)(Terraria)
the system display refresh rate actually switches to 60 Hz (or 30 Hz)
This behavior can be verified using Android Developer Options > Monitoring > Power consumption > frame rate monitor tools (in my case)
So the difference is:
Godot > limits FPS only (on 120Hz screen)
Terraria / Mobile Legends > triggers real display refresh rate change
My questions:
Is it possible in Godot to achieve the same behavior as Terraria — forcing the display to 60 Hz?
Or is Godot’s design intentionally limited to FPS control?
I’m mainly interested in the technical explanation and best practices for Godot games on high-refresh-rate Android devices.
Thanks.

