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c11887edcd
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@ -1438,9 +1438,6 @@ extern "C" void Graph_ProcessGfxCommands(Gfx* commands) {
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wnd->SetTargetFps(fps);
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}
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int threshold = CVarGetInteger(CVAR_SETTING("ExtraLatencyThreshold"), 80);
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wnd->SetMaximumFrameLatency(threshold > 0 && target_fps >= threshold ? 2 : 1);
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// When the gfx debugger is active, only run with the final mtx
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if (GfxDebuggerIsDebugging()) {
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mtx_replacements.clear();
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@ -478,16 +478,6 @@ void DrawSettingsMenu() {
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}
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UIWidgets::Tooltip("Matches interpolation value to the game window's current refresh rate.");
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if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::FAST3D_DXGI_DX11) {
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UIWidgets::PaddedEnhancementSliderInt(CVarGetInteger(CVAR_SETTING("ExtraLatencyThreshold"), 80) == 0 ? "Jitter fix: Off" : "Jitter fix: >= %d FPS",
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"##ExtraLatencyThreshold", CVAR_SETTING("ExtraLatencyThreshold"), 0, 360, "", 80, true, true, false);
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UIWidgets::Tooltip(
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"(For DirectX backend only)\n\n"
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"When Interpolation FPS (Frame Rate) setting is at least this threshold, add one frame of delay (e.g. 16.6 ms for 60 FPS) in order to avoid jitter."
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"This setting allows the CPU to work on one frame while GPU works on the previous frame.\n"
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"This setting should be used when your computer is too slow to do CPU + GPU work in time.");
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}
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UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
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ImGui::Text("ImGui Menu Scale");
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