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-rw-r--r--doc/classes/ProjectSettings.xml12
1 files changed, 5 insertions, 7 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 366a0a5f0f..52bfd3b759 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -445,7 +445,7 @@
</member>
<member name="debug/settings/fps/force_fps" type="int" setter="" getter="" default="0">
Maximum number of frames per second allowed. The actual number of frames per second may still be below this value if the game is lagging.
- If [member display/window/vsync/use_vsync] is enabled, it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate.
+ If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate.
This setting is therefore mostly relevant for lowering the maximum FPS below VSync, e.g. to perform non-real-time rendering of static frames, or test the project under lag conditions.
</member>
<member name="debug/settings/gdscript/max_call_stack" type="int" setter="" getter="" default="1024">
@@ -532,12 +532,10 @@
<member name="display/window/size/width" type="int" setter="" getter="" default="1024">
Sets the game's main viewport width. On desktop platforms, this is the default window size. Stretch mode settings also use this as a reference when enabled.
</member>
- <member name="display/window/vsync/use_vsync" type="bool" setter="" getter="" default="true">
- If [code]true[/code], enables vertical synchronization. This eliminates tearing that may appear in moving scenes, at the cost of higher input latency and stuttering at lower framerates. If [code]false[/code], vertical synchronization will be disabled, however, many platforms will enforce it regardless (such as mobile platforms and HTML5).
- </member>
- <member name="display/window/vsync/vsync_via_compositor" type="bool" setter="" getter="" default="false">
- If [code]Use Vsync[/code] is enabled and this setting is [code]true[/code], enables vertical synchronization via the operating system's window compositor when in windowed mode and the compositor is enabled. This will prevent stutter in certain situations. (Windows only.)
- [b]Note:[/b] This option is experimental and meant to alleviate stutter experienced by some users. However, some users have experienced a Vsync framerate halving (e.g. from 60 FPS to 30 FPS) when using it.
+ <member name="display/window/vsync/vsync_mode" type="String" setter="" getter="" default="&quot;Enabled&quot;">
+ Sets the VSync mode for the main game window.
+ See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application.
+ Depending on the platform and used renderer, the engine will fall back to [code]Enabled[/code], if the desired mode is not supported.
</member>
<member name="editor/node_naming/name_casing" type="int" setter="" getter="" default="0">
When creating node names automatically, set the type of casing in this project. This is mostly an editor setting.