Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice

Question Dynamic frame rate for servers based on CPU usage

Discussion in 'Game Server Hosting' started by jackward84, Aug 26, 2023.

  1. jackward84


    Jan 26, 2017
    Has anyone done this before/any advice?

    Playing around with what my game servers are capable of handling CPU wise, the answer is not black and white. It very much depends on what is happening on the server. I can set the value to an amount that is ok 99% of the time, and still bring the server down by spawning too many things that require CPU usage.

    While steps can be taken to optimize or ensure there's "always enough CPU available", having a dynamic frame rate would ensure that (1) CPU is not being wasted (2) if accidentally using too much CPU, we can just reduce the frames instead of risking a deallocation.

    Before diving in to it, I'm interested if anyone has played around with dynamic frame rates for servers on UGS and what they found the best practices to be.