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