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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2019-05-09 22:40:20 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2019-05-09 22:40:20 +0200 |
commit | 8c7ee6dac4cebd56da692ebf42defc43b8eca8aa (patch) | |
tree | 60ef6390e2d2cb06c8ab4d69b72ac6628705751c | |
parent | 7112a45d9928562722e6b91d3482b29df8ed5ff8 (diff) |
Tweak the default low-processor usage mode to be 144 Hz-friendly
On high-refresh rate displays, the old default value (8000) effectively
limited redrawing to 125 FPS, no matter whether V-Sync was enabled
or not. The new value limits redrawing to a value slightly above
144 FPS, decreasing input lag and making the editor feel smoother
when using freelook.
60 Hz displays aren't affected by this change when V-Sync is enabled,
since V-Sync will take care of limiting redrawing to 60 FPS.
-rw-r--r-- | main/main.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/main/main.cpp b/main/main.cpp index fc9ec3b2d9..da77962c8a 100644 --- a/main/main.cpp +++ b/main/main.cpp @@ -1027,7 +1027,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph } OS::get_singleton()->set_low_processor_usage_mode(GLOBAL_DEF("application/run/low_processor_mode", false)); - OS::get_singleton()->set_low_processor_usage_mode_sleep_usec(GLOBAL_DEF("application/run/low_processor_mode_sleep_usec", 8000)); + OS::get_singleton()->set_low_processor_usage_mode_sleep_usec(GLOBAL_DEF("application/run/low_processor_mode_sleep_usec", 6900)); // Roughly 144 FPS ProjectSettings::get_singleton()->set_custom_property_info("application/run/low_processor_mode_sleep_usec", PropertyInfo(Variant::INT, "application/run/low_processor_mode_sleep_usec", PROPERTY_HINT_RANGE, "0,33200,1,or_greater")); // No negative numbers Engine::get_singleton()->set_frame_delay(frame_delay); @@ -1949,7 +1949,7 @@ bool Main::iteration() { return exit; if (OS::get_singleton()->is_in_low_processor_usage_mode() || !OS::get_singleton()->can_draw()) - OS::get_singleton()->delay_usec(OS::get_singleton()->get_low_processor_usage_mode_sleep_usec()); //apply some delay to force idle time (results in about 60 FPS max) + OS::get_singleton()->delay_usec(OS::get_singleton()->get_low_processor_usage_mode_sleep_usec()); //apply some delay to force idle time else { uint32_t frame_delay = Engine::get_singleton()->get_frame_delay(); if (frame_delay) |