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Frame Rate

Community
kevinpbuckley
frame-rate

Diagnose and remove FPS caps so the editor and game run uncapped (or at a target FPS). Use when the user says the editor/game is "locked", "capped", or "stuck" at a frame rate (commonly 60 FPS), asks to "unlock"/"uncap"/"raise" FPS, or wants to set a max FPS. Covers t.MaxFPS, VSync, fixed/smoothed frame rate, and background CPU throttling (EngineSettingsService).

Overview

Publisherkevinpbuckley
RepositoryVibeUE
Skill nameframe-rate
Stars
735
Forks
161
Bundled files
1
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by kevinpbuckley on GitHub. Read the source before you install it.

Installation

Install the Frame Rate AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/frame-rate
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/kevinpbuckley/VibeUE.git /tmp/VibeUE
mkdir -p .claude/skills
cp -r /tmp/VibeUE/Content/Skills/frame-rate .claude/skills/frame-rate
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Frame Rate in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Frame Rate on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Frame Rate is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Frame Rate / FPS Caps Skill

A "locked at 60 FPS" editor or game is almost never caused by a single setting — there are five independent caps and any one of them holds the frame rate down. Check and clear them all, in this order, before declaring it fixed.

⚠️ Diagnose first — don't guess

t.MaxFPS = 0 already means uncapped, so if the editor is still stuck at 60 the cap is coming from somewhere else (usually VSync to a 60 Hz monitor, or the smoothed frame-rate range). Read every source below before changing anything.

🩺 "Capped" vs "slow" are different problems. If the frame rate is low rather than pinned at a round number, it's not a cap — it's a workload. Run unreal.PerformanceService.frame_timing() first (NEW service that replaced the removed editor_control tool) for a CPU-vs-GPU-bound verdict before touching any cap below. The caps here only matter when something is artificially holding FPS down. (Cvar/INI reads/writes in this skill stay on EngineSettingsService.)

#SettingWhere"Uncapped" value
1t.MaxFPScvar0 (or a high target like 240)
2r.VSync / r.VSyncEditorcvar0 — locks to monitor refresh (60 Hz) when 1
3bUseFixedFrameRate / FixedFrameRate[/Script/Engine.Engine] DefaultEngine.iniFalse
4bSmoothFrameRate / SmoothedFrameRateRange[/Script/Engine.Engine] DefaultEngine.iniFalse — the usual ~60 editor cap
5bThrottleCPUWhenNotForeground[/Script/UnrealEd.EditorPerformanceSettings] EditorPerProjectUserSettings.iniFalse — caps FPS when the editor isn't focused

Note: r.FrameRateLimit is not a console variable in UE 5.7 — set_console_variable will report "Console variable not found". The INI key is FrameRateLimit under [/Script/Engine.Engine], but t.MaxFPS is the reliable runtime cap.

Workflow — read the current state

python
import unreal
es = unreal.EngineSettingsService

for cvar in ["t.MaxFPS", "r.VSync", "r.VSyncEditor"]:
    print(f"{cvar} = {es.get_console_variable(cvar)}")

eng = "/Script/Engine.Engine"
for key in ["bUseFixedFrameRate", "FixedFrameRate", "bSmoothFrameRate", "SmoothedFrameRateRange"]:
    print(f"{key} = {es.get_engine_ini_value(eng, key, 'DefaultEngine.ini')!r}")

print("bThrottleCPUWhenNotForeground =",
      es.get_engine_ini_value("/Script/UnrealEd.EditorPerformanceSettings",
                              "bThrottleCPUWhenNotForeground", "EditorPerProjectUserSettings.ini"))

Workflow — uncap FPS

Set a target with t.MaxFPS (use 0 for fully uncapped, or e.g. 240 to cap high), then clear the other four caps. cvars take effect immediately; INI changes need a save and may require an editor restart.

python
import unreal, json
es = unreal.EngineSettingsService

TARGET_MAX_FPS = "240"   # "0" = fully uncapped

# 1 + 2: runtime cvars (immediate)
es.set_console_variables_from_json(json.dumps({
    "t.MaxFPS":     TARGET_MAX_FPS,
    "r.VSync":      "0",
    "r.VSyncEditor":"0",
}))

# 3 + 4: disable fixed and smoothed frame-rate caps (persisted to ini)
eng = "/Script/Engine.Engine"
es.set_engine_ini_value(eng, "bUseFixedFrameRate", "False", "DefaultEngine.ini")
es.set_engine_ini_value(eng, "bSmoothFrameRate",   "False", "DefaultEngine.ini")

# 5: don't throttle FPS when the editor loses focus
es.set_engine_ini_value("/Script/UnrealEd.EditorPerformanceSettings",
                        "bThrottleCPUWhenNotForeground", "False",
                        "EditorPerProjectUserSettings.ini")

es.save_all_engine_config()
print("FPS caps cleared. t.MaxFPS now:", es.get_console_variable("t.MaxFPS"))

Verify

After applying, confirm t.MaxFPS reads your target and the editor's FPS overlay (Show FPS, or stat fps in PIE) climbs past 60. If it's still pinned at 60, the most likely remaining cause is r.VSync/r.VSyncEditor re-enabled by a quality preset, or the monitor itself — VSync can only go as high as the display refresh rate.

Sample scripts (run via execute_python_code)

  • scripts/uncap_fps.txt — read all five caps, then uncap to a target FPS.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Frame Rate AI skill do?

Diagnose and remove FPS caps so the editor and game run uncapped (or at a target FPS). Use when the user says the editor/game is "locked", "capped", or "stuck" at a frame rate (commonly 60 FPS), asks to "unlock"/"uncap"/"raise" FPS, or wants to set a max FPS. Covers t.MaxFPS, VSync, fixed/smoothed frame rate, and background CPU throttling (EngineSettingsService).

Why use Frame Rate on TypingMind?

Because you install it once and use it with any model. Frame Rate is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Frame Rate in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/kevinpbuckley/VibeUE/tree/master/Content/Skills/frame-rate. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Frame Rate?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Frame Rate?

As many as you like. As long as a model supports skills, you can use Frame Rate with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Frame Rate AI skill free?

Yes. It is published on GitHub by kevinpbuckley under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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