# Different speed of work depending on the hertz of the monitor

**URL:** <https://forum.babylonjs.com/t/different-speed-of-work-depending-on-the-hertz-of-the-monitor/42057>\
**Category:** Questions\
**Created:** [June 30, 2023, 8:48am UTC](https://forum.babylonjs.com/t/different-speed-of-work-depending-on-the-hertz-of-the-monitor/42057 "2023-06-30T08:48:49Z")\
**Posts on this page:** 1\
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**Author:** ![11128](https://avatars.discourse-cdn.com/v4/letter/1/d07c76/32.png) [@11128](https://forum.babylonjs.com/u/11128)\
**Post date:** [June 30, 2023, 9:37am UTC](https://forum.babylonjs.com/t/different-speed-of-work-depending-on-the-hertz-of-the-monitor/42057/2 "2023-06-30T09:37:00Z")

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> [@Is there a way to set extremely high FPS value?](https://forum.babylonjs.com/t/is-there-a-way-to-set-extremely-high-fps-value/40720/2):
>
> By default, it follows the fps of the graphics settings. engine.runRenderLoop(() =\> { scene().render(); }); So instead of fps in the engine, in the form let customFPS = 60 ;//120 or 250 let renderInterval = setInterval(() =\> scene.render(), 1000/customFPS); engine.runRenderLoop(() =\> {}); If you use it, you can use it in whatever form you want.

By default, the engine’s render speed follows the fps of the graphics  
so. If what you want is to control the speed of a specific mesh, such as a PG, rather than the overall render speed of 60 FPS, you can do the following [PG](https://playground.babylonjs.com/#WLJB8F#3)

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