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authorSpodi <spodi2290@aol.com>2025-03-28 20:40:38 +0100
committerLywx <kiritodev01@gmail.com>2025-03-28 16:31:36 -0600
commit71de55d3bd0cb4a00a562961860ea495f8734f92 (patch)
treee9b84ee36d78261e671bd4b4f62e7a2a7c129a1a /src/port/Engine.cpp
parent30ec4720c06dd3418641226a6d320067f2706700 (diff)
Remove jitter fix slider
LUS defaults to always on now (if not set by the port). And this option was confusing for most users. Might increase input latency by one frame, when V-Sync is on and FPS is even above the refresh rate for a moment. (Normal behavior with jitter fix on).
Diffstat (limited to 'src/port/Engine.cpp')
-rw-r--r--src/port/Engine.cpp3
1 files changed, 0 insertions, 3 deletions
diff --git a/src/port/Engine.cpp b/src/port/Engine.cpp
index e0307752..eeac4b33 100644
--- a/src/port/Engine.cpp
+++ b/src/port/Engine.cpp
@@ -509,11 +509,8 @@ void GameEngine::ProcessGfxCommands(Gfx* commands) {
time -= fps;
- int threshold = CVarGetInteger("gExtraLatencyThreshold", 80);
-
if (wnd != nullptr) {
wnd->SetTargetFps(fps);
- wnd->SetMaximumFrameLatency(threshold > 0 && target_fps >= threshold ? 2 : 1);
}
// When the gfx debugger is active, only run with the final mtx