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[client] autodetect monitor refresh rate for fps limit
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@ -185,10 +185,10 @@ static struct Option options[] =
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{
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.module = "win",
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.name = "fpsLimit",
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.description = "Frame rate limit (0 = disable - not recommended)",
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.description = "Frame rate limit (0 = disable - not recommended, -1 = auto detect)",
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.shortopt = 'K',
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.type = OPTION_TYPE_INT,
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.value.x_int = 200,
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.value.x_int = -1,
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},
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{
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.module = "win",
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@ -1000,7 +1000,6 @@ int run()
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state.running = true;
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state.scaleX = 1.0f;
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state.scaleY = 1.0f;
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state.frameTime = 1e9 / params.fpsLimit;
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state.mouseSens = params.mouseSens;
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if (state.mouseSens < -9) state.mouseSens = -9;
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@ -1120,6 +1119,26 @@ int run()
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// ensure renderer viewport is aware of the current window size
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updatePositionInfo();
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//Auto detect active monitor refresh rate for FPS Limit if no FPS Limit was passed.
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if (params.fpsLimit == -1)
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{
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SDL_DisplayMode current;
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if (SDL_GetCurrentDisplayMode(SDL_GetWindowDisplayIndex(state.window), ¤t) == 0)
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{
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state.frameTime = 1e9 / (current.refresh_rate * 2);
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}
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else
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{
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DEBUG_WARN("Unable to capture monitor refresh rate using the default FPS Limit: 200");
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state.frameTime = 1e9 / 200;
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}
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}
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else
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{
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DEBUG_INFO("Using the FPS Limit from args: %d", params.fpsLimit);
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state.frameTime = 1e9 / params.fpsLimit;
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}
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register_key_binds();
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// set the compositor hint to bypass for low latency
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