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vsync is not broken anymore thanks to both Eidolon and jart's efforts
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1 changed files with 0 additions and 7 deletions
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@ -1583,15 +1583,8 @@ static SDL_bool Impl_CreateContext(void)
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int flags = 0; // Use this to set SDL_RENDERER_* flags now
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int flags = 0; // Use this to set SDL_RENDERER_* flags now
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if (usesdl2soft)
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if (usesdl2soft)
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flags |= SDL_RENDERER_SOFTWARE;
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flags |= SDL_RENDERER_SOFTWARE;
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#if 0
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// This shit is BROKEN.
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// - The version of SDL we're using cannot toggle VSync at runtime. We'll need a new SDL version implemented to have this work properly.
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// - cv_vidwait is initialized before config is loaded, so it's forced to default value at runtime, and forced off when switching. The config loading code would need restructured.
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// - With both this & frame interpolation on, I_FinishUpdate takes x10 longer. At this point, it is simpler to use a standard FPS cap.
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// So you can probably guess why I'm kinda over this, I'm just disabling it.
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else if (cv_vidwait.value)
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else if (cv_vidwait.value)
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flags |= SDL_RENDERER_PRESENTVSYNC;
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flags |= SDL_RENDERER_PRESENTVSYNC;
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#endif
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// 3 August 2022
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// 3 August 2022
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// Possibly a Windows 11 issue; the default
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// Possibly a Windows 11 issue; the default
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