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