Quick answer: Request the high frame rate explicitly (the platform's preferred-frame-rate API), confirm the device and power settings allow it, and make sure the game can sustain it.

A game stuck at 60 on a 120Hz screen has not opted into high refresh. Requesting it enables 120. Here is how.

How to fix it

1. Request the high frame rate

Set the target frame rate high and use the platform API to request the display's high refresh rate (ProMotion on iOS, the preferred display mode on Android). Without an explicit request, the OS caps at 60.

2. Confirm the device allows it

Low-power mode, battery savers, and some device policies cap refresh regardless. Verify the device is in a state that permits high refresh when testing, and accept it will not always be available.

3. Sustain the frame rate

There is no point unlocking 120 if the game cannot hold it — an unstable rate feels worse than a steady 60. Make sure performance supports the higher target before enabling it.

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 mobile 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.