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authorHugo Locurcio <hugo.locurcio@hugo.pro>2019-05-09 22:40:20 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2019-05-09 22:40:20 +0200
commit8c7ee6dac4cebd56da692ebf42defc43b8eca8aa (patch)
tree60ef6390e2d2cb06c8ab4d69b72ac6628705751c
parent7112a45d9928562722e6b91d3482b29df8ed5ff8 (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.cpp4
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)