diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/Engine.xml | 1 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 3 |
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"> |