Remove "Jitter Fix" option (#5020)

This was just confusing for users.
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Spodi 2025-02-09 07:07:02 +01:00 committed by GitHub
parent c11887edcd
commit 8ce5c46531
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GPG Key ID: B5690EEEBB952194
2 changed files with 0 additions and 13 deletions

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@ -1438,9 +1438,6 @@ extern "C" void Graph_ProcessGfxCommands(Gfx* commands) {
wnd->SetTargetFps(fps);
}
int threshold = CVarGetInteger(CVAR_SETTING("ExtraLatencyThreshold"), 80);
wnd->SetMaximumFrameLatency(threshold > 0 && target_fps >= threshold ? 2 : 1);
// When the gfx debugger is active, only run with the final mtx
if (GfxDebuggerIsDebugging()) {
mtx_replacements.clear();

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@ -478,16 +478,6 @@ void DrawSettingsMenu() {
}
UIWidgets::Tooltip("Matches interpolation value to the game window's current refresh rate.");
if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::FAST3D_DXGI_DX11) {
UIWidgets::PaddedEnhancementSliderInt(CVarGetInteger(CVAR_SETTING("ExtraLatencyThreshold"), 80) == 0 ? "Jitter fix: Off" : "Jitter fix: >= %d FPS",
"##ExtraLatencyThreshold", CVAR_SETTING("ExtraLatencyThreshold"), 0, 360, "", 80, true, true, false);
UIWidgets::Tooltip(
"(For DirectX backend only)\n\n"
"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."
"This setting allows the CPU to work on one frame while GPU works on the previous frame.\n"
"This setting should be used when your computer is too slow to do CPU + GPU work in time.");
}
UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
ImGui::Text("ImGui Menu Scale");