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The limiter slept off the rest of each frame with sleep_for() given a float duration. MSVC adds that to steady_clock::now() in float nanoseconds, so after a few hours of system uptime the wake-up time is rounded to tens of ms: at 95 h uptime fpslimit 60 had no effect at all and fpslimit 30 gave ~22 fps, in the full and the legacy renderer alike. frame_pacer now schedules frames on a fixed cadence in steady_clock ticks and the loop waits with sleep_until; an overshooting wait is made up in the next frame. The FPS shown and the motion blur use the new mainloop_period stopwatch (frame start to frame start, wait included); the targetfps/fpsaverage draw-range controllers keep reading the work time as before. (eu07/maszyna#416)
40 KiB
40 KiB