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Increase responsiveness to change slightly

This commit is contained in:
Dean Herbert 2022-07-21 23:37:32 +09:00
parent 3d2603e0eb
commit 0eeafea500

View File

@ -194,13 +194,13 @@ namespace osu.Game.Graphics.UserInterface
// note that we use an elapsed time here of 1 intentionally. // note that we use an elapsed time here of 1 intentionally.
// this weights all updates equally. if we passed in the elapsed time, longer frames would be weighted incorrectly lower. // this weights all updates equally. if we passed in the elapsed time, longer frames would be weighted incorrectly lower.
displayedFrameTime = Interpolation.DampContinuously(displayedFrameTime, newUpdateFrameTime, hasUpdateSpike ? 0 : 200, 1); displayedFrameTime = Interpolation.DampContinuously(displayedFrameTime, newUpdateFrameTime, hasUpdateSpike ? 0 : 100, 1);
if (hasDrawSpike) if (hasDrawSpike)
// show spike time using raw elapsed value, to account for `FramesPerSecond` being so averaged spike frames don't show. // show spike time using raw elapsed value, to account for `FramesPerSecond` being so averaged spike frames don't show.
displayedFpsCount = 1000 / newDrawFrameTime; displayedFpsCount = 1000 / newDrawFrameTime;
else else
displayedFpsCount = Interpolation.DampContinuously(displayedFpsCount, newDrawFps, 200, Time.Elapsed); displayedFpsCount = Interpolation.DampContinuously(displayedFpsCount, newDrawFps, 100, Time.Elapsed);
updateFpsDisplay(); updateFpsDisplay();
updateFrameTimeDisplay(); updateFrameTimeDisplay();