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Change how max_lag is calculated and reported (#14378)

-Change how max_lag is calculated and reported

- Cap singleplayer step at 60Hz

- Clarify dedicated_server_step
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sfan5 2024-02-26 20:46:57 +01:00 committed by GitHub
parent 63a9853811
commit 5d8a22066c
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6 changed files with 40 additions and 25 deletions

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@ -2751,10 +2751,16 @@ inline void Game::step(f32 dtime)
g_settings->getFloat("fps_max_unfocused") :
g_settings->getFloat("fps_max");
fps_max = std::max(fps_max, 1.0f);
float steplen = 1.0f / fps_max;
/*
* Unless you have a barebones game, running the server at more than 60Hz
* is hardly realistic and you're at the point of diminishing returns.
* fps_max is also not necessarily anywhere near the FPS actually achieved
* (also due to vsync).
*/
fps_max = std::min(fps_max, 60.0f);
server->setStepSettings(Server::StepSettings{
steplen,
1.0f / fps_max,
m_is_paused
});