From 0eeafea50002d18f76a27ff390075ab859030893 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Thu, 21 Jul 2022 23:37:32 +0900 Subject: [PATCH] Increase responsiveness to change slightly --- osu.Game/Graphics/UserInterface/FPSCounter.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/osu.Game/Graphics/UserInterface/FPSCounter.cs b/osu.Game/Graphics/UserInterface/FPSCounter.cs index d9d8a03b29..07eb9fa3ca 100644 --- a/osu.Game/Graphics/UserInterface/FPSCounter.cs +++ b/osu.Game/Graphics/UserInterface/FPSCounter.cs @@ -194,13 +194,13 @@ namespace osu.Game.Graphics.UserInterface // 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. - displayedFrameTime = Interpolation.DampContinuously(displayedFrameTime, newUpdateFrameTime, hasUpdateSpike ? 0 : 200, 1); + displayedFrameTime = Interpolation.DampContinuously(displayedFrameTime, newUpdateFrameTime, hasUpdateSpike ? 0 : 100, 1); if (hasDrawSpike) // show spike time using raw elapsed value, to account for `FramesPerSecond` being so averaged spike frames don't show. displayedFpsCount = 1000 / newDrawFrameTime; else - displayedFpsCount = Interpolation.DampContinuously(displayedFpsCount, newDrawFps, 200, Time.Elapsed); + displayedFpsCount = Interpolation.DampContinuously(displayedFpsCount, newDrawFps, 100, Time.Elapsed); updateFpsDisplay(); updateFrameTimeDisplay();