I know this has been discussed before, but it seems that no satisfactory solution has been found. I know about frame rate independent settings and all that
Anyway, I only have 60hz displays to test right now and of course it works fine, but I know that it does not work fine on let's say 144hz, not even close. Not doing anything complicated, just launching a ball in certain direction by applying force at angle.
On a 60 hz monitor it goes fast, on a 144hz monitor it barely moves ( not using gravity either, physics world gravity is 0 so nothing to slow it down other than the refresh rate ).
In testing trying/changing to Unlimited ( fullframes ) in project properties if I calculate the frame rate and then multiply the force applied by fps/60 it seems to work OK, but since frame rates are all over the place it gets a little janky.
I am hoping that this would be smooth on a real 144hz display because fps would be steady 144, and a simple solution
Example. I apply force of 400 in certain direction/at angle this works fine v-synced at 60hz
if somebody plays it on a 144hz monitor force applied would be 960 ( 400*(144/60 ) )
Does that make any sense?
I'm working 1/2 blind until I can test it out myself on a 144hz monitor, but it seems to work when testing with unlimited frame setting