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4c4939d18d
Had a feeling this would be the case. Basically, we're calculating on the update thread and checking the last value of draw thread's `ElapsedFrameTime`. In the case that value is spiky, a completely incorrect fps can be displayed. I've left the spike display do use `ElapsedFrameTime`, as `FramesPerSecond` is too averaged to see spikes.
4c4939d18d
·
2022-07-21 19:17:58 +09:00
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