Quick answer: Set the frame rate target correctly for the platform, reconcile it with vsync (which can override it), and verify the cap is actually applied rather than assuming the setting took.
A frame rate cap that does nothing is usually fighting vsync or applied wrong. Here is how to make it stick.
How to fix it
1. Set the target correctly
Use the engine's frame-rate target API correctly for the platform. On some platforms (mobile, web) the cap is requested differently, and a value set the wrong way is ignored.
2. Reconcile with vsync
Vsync ties the frame rate to the display refresh and can override your target. Decide whether vsync or your cap controls the rate, and set them so they do not conflict, or the cap appears not to work.
3. Verify it is applied
Measure the actual frame rate after setting the cap. If it still runs uncapped, the setting did not take — check for it being reset elsewhere, or the platform requiring a different mechanism.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.