Fix outdated `vsync_mode` project setting documentation

Disabling V-Sync when using the Compatibility rendering method works
since Godot 4.2 at least.

This also documents the `--disable-vsync` command line argument.
This commit is contained in:
Hugo Locurcio 2024-05-25 20:03:36 +02:00
parent b7feebefab
commit 0683677563
No known key found for this signature in database
GPG Key ID: 39E8F8BE30B0A49C
1 changed files with 3 additions and 2 deletions

View File

@ -902,8 +902,9 @@
<member name="display/window/vsync/vsync_mode" type="int" setter="" getter="" default="1">
Sets the V-Sync mode for the main game window. The editor's own V-Sync mode can be set using [member EditorSettings.interface/editor/vsync_mode].
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 [b]Enabled[/b] if the desired mode is not supported.
[b]Note:[/b] V-Sync modes other than [b]Enabled[/b] are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
Depending on the platform and rendering method, the engine will fall back to [b]Enabled[/b] if the desired mode is not supported.
V-Sync can be disabled on the command line using the [code]--disable-vsync[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
[b]Note:[/b] The [b]Adaptive[/b] and [b]Mailbox[/b] V-Sync modes are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
[b]Note:[/b] This property is only read when the project starts. To change the V-Sync mode at runtime, call [method DisplayServer.window_set_vsync_mode] instead.
</member>
<member name="dotnet/project/assembly_name" type="String" setter="" getter="" default="&quot;&quot;">