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Improve the low processor mode sleep precision #36052
Improve the low processor mode sleep precision #36052
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@akien-mga Can this be considered for merging in 3.2.2 (as requested here), or is it too late now? |
I guess, we can get it tested in 3.2.2 RC 1. Needs a rebase (and possibly further changes, see my review). |
Now that 3.2.2RC1 has been released, it's probably too late to merge it for 3.2.2 🙁 Also, we'd have to move this PR's base branch to |
Well if it's rebased soon I can likely include it in 3.2.2 RC 2, unless you think it's too risky.
It should be merged in |
The Low Processor Usage Mode Sleep Usec setting is now used as a FPS limiter rather than a constant sleep duration. This will increase CPU/GPU usage slightly due to the higher effective FPS, but the increase in overall smoothness is worth it. If both Force Fps and Low Processor Usage Mode settings are enabled in the project settings, only the setting that causes the highest sleep duration will be retained. This closes godotengine#11030.
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@akien-mga Rebased 🙂 I tested the code by backporting it to the |
Thanks! |
Cherry-picked for 3.2.2. |
Windows 64-bit editor build for testing: https://0x0.st/i-iB.zip (link expires in late 2020)
The Low Processor Usage Mode Sleep Usec setting is now used as a FPS limiter rather than a constant sleep duration.
This will increase CPU/GPU usage slightly due to the higher effective FPS, but the increase in overall smoothness is worth it. When used in the editor, it will now really cap at ~145 FPS (as it's supposed to) instead of ~130 FPS.
If both Force Fps and Low Processor Usage Mode settings are enabled in the project settings, only the setting that causes the highest sleep duration will be retained.
@Zylann Please test this 🙂
This closes #11030.