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-rw-r--r--doc/classes/Engine.xml4
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml
index 8cdb9c1c3f..45c153b6dc 100644
--- a/doc/classes/Engine.xml
+++ b/doc/classes/Engine.xml
@@ -147,10 +147,10 @@
If [code]true[/code], it is running inside the editor. Useful for tool scripts.
</member>
<member name="iterations_per_second" type="int" setter="set_iterations_per_second" getter="get_iterations_per_second" default="60">
- The number of fixed iterations per second (for fixed process and physics).
+ The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around tunneling issues, but keep in mind doing so will increase CPU usage.
</member>
<member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" default="0.5">
- Controls how much physic 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 to smooth 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.
+ 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 to smooth 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.
</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.