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authorRémi Verschelde <remi@verschelde.fr>2021-06-15 15:19:24 +0200
committerGitHub <noreply@github.com>2021-06-15 15:19:24 +0200
commit529bf43134198679cb000f719ced4112c636f89d (patch)
tree81f322d687ec024179048c0cd4f0fd810148cf11 /doc/classes
parente479abeb985a9a69063953e3bc9bae85e759198d (diff)
parent8f4ac7bc4a72ea76e27c7afea28760e041569465 (diff)
Merge pull request #49432 from Calinou/tweak-physics-fps-property-hint
Tweak the physics FPS property hint to only allow reasonable values
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/Engine.xml1
-rw-r--r--doc/classes/ProjectSettings.xml3
2 files changed, 3 insertions, 1 deletions
diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml
index 1147b52102..ab480c50ab 100644
--- a/doc/classes/Engine.xml
+++ b/doc/classes/Engine.xml
@@ -171,6 +171,7 @@
</member>
<member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" default="0.5">
Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
+ [b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics_jitter_fix] to [code]0[/code].
</member>
<member name="target_fps" type="int" setter="set_target_fps" getter="get_target_fps" default="0">
The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit.
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 360ccc597e..851b88c142 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1311,7 +1311,8 @@
[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.iterations_per_second] instead.
</member>
<member name="physics/common/physics_jitter_fix" type="float" setter="" getter="" default="0.5">
- Fix to improve physics jitter, specially on monitors where refresh rate is different than the physics FPS.
+ Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
+ [b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0[/code].
[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead.
</member>
<member name="rendering/2d/sdf/oversize" type="int" setter="" getter="" default="1">