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UI defaults
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@ -263,7 +263,7 @@ void DrawSettingsMenu(){
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#else
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bool matchingRefreshRate =
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CVarGetInteger("gMatchRefreshRate", 0) && Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() != Ship::WindowBackend::FAST3D_DXGI_DX11;
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UIWidgets::CVarSliderInt((currentFps == 20) ? "FPS: Original (20)" : "FPS: %d", "gInterpolationFPS", minFps, maxFps, 1, {
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UIWidgets::CVarSliderInt((currentFps == 20) ? "FPS: Original (20)" : "FPS: %d", "gInterpolationFPS", minFps, maxFps, 30, {
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.disabled = matchingRefreshRate
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});
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#endif
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@ -297,8 +297,8 @@ void DrawSettingsMenu(){
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UIWidgets::Tooltip("Matches interpolation value to the current game's window refresh rate");
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if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::FAST3D_DXGI_DX11) {
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UIWidgets::PaddedEnhancementSliderInt(CVarGetInteger("gExtraLatencyThreshold", 80) == 0 ? "Jitter fix: Off" : "Jitter fix: >= %d FPS",
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"##ExtraLatencyThreshold", "gExtraLatencyThreshold", 0, 360, "", 80, true, true, false);
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UIWidgets::PaddedEnhancementSliderInt(CVarGetInteger("gExtraLatencyThreshold", 0) == 0 ? "Jitter fix: Off" : "Jitter fix: >= %d FPS",
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"##ExtraLatencyThreshold", "gExtraLatencyThreshold", 0, 360, "", 0, true, true, false);
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UIWidgets::Tooltip("When Interpolation FPS setting is at least this threshold, add one frame of input lag (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.\nThis 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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