Tweak the physics FPS property hint to only allow reasonable values
Physics FPS above 1000 cause the whole project to slow down and are not very practical in the first place (since no CPU currently available can keep up).
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@ -171,6 +171,7 @@
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</member>
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<member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" default="0.5">
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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.
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[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].
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</member>
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<member name="target_fps" type="int" setter="set_target_fps" getter="get_target_fps" default="0">
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The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit.
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@ -1313,7 +1313,8 @@
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[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.
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</member>
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<member name="physics/common/physics_jitter_fix" type="float" setter="" getter="" default="0.5">
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Fix to improve physics jitter, specially on monitors where refresh rate is different than the physics FPS.
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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.
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[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].
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[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.
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</member>
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<member name="rendering/2d/sdf/oversize" type="int" setter="" getter="" default="1">
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@ -1333,13 +1333,13 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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Engine::get_singleton()->set_iterations_per_second(GLOBAL_DEF_BASIC("physics/common/physics_fps", 60));
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ProjectSettings::get_singleton()->set_custom_property_info("physics/common/physics_fps",
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PropertyInfo(Variant::INT, "physics/common/physics_fps",
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PROPERTY_HINT_RANGE, "1,120,1,or_greater"));
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PROPERTY_HINT_RANGE, "1,1000,1"));
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Engine::get_singleton()->set_physics_jitter_fix(GLOBAL_DEF("physics/common/physics_jitter_fix", 0.5));
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Engine::get_singleton()->set_target_fps(GLOBAL_DEF("debug/settings/fps/force_fps", 0));
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ProjectSettings::get_singleton()->set_custom_property_info("debug/settings/fps/force_fps",
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PropertyInfo(Variant::INT,
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"debug/settings/fps/force_fps",
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PROPERTY_HINT_RANGE, "0,120,1,or_greater"));
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PROPERTY_HINT_RANGE, "0,1000,1"));
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GLOBAL_DEF("debug/settings/stdout/print_fps", false);
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GLOBAL_DEF("debug/settings/stdout/verbose_stdout", false);
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