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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-06-08 19:52:48 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-06-08 19:52:48 +0200
commit8f4ac7bc4a72ea76e27c7afea28760e041569465 (patch)
treee1c6b8d26101eb12d5764cd923bb6d1406f57a3e /doc/classes
parent5793988b8da27e459a36482f9658a936d3e26286 (diff)
Tweak the physics FPS property hint to only allow reasonable values
Physics FPS above 1000 cause the whole project to slow down and are not very practical in the first place (since no CPU currently available can keep up).
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 b74a1f848b..94d0f7b8b0 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1313,7 +1313,8 @@
[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">