diff --git a/src/port/Engine.cpp b/src/port/Engine.cpp index e0307752..eeac4b33 100644 --- a/src/port/Engine.cpp +++ b/src/port/Engine.cpp @@ -509,11 +509,8 @@ void GameEngine::ProcessGfxCommands(Gfx* commands) { time -= fps; - int threshold = CVarGetInteger("gExtraLatencyThreshold", 80); - if (wnd != nullptr) { wnd->SetTargetFps(fps); - wnd->SetMaximumFrameLatency(threshold > 0 && target_fps >= threshold ? 2 : 1); } // When the gfx debugger is active, only run with the final mtx diff --git a/src/port/ui/ImguiUI.cpp b/src/port/ui/ImguiUI.cpp index 996d2bbb..1ff1e99b 100644 --- a/src/port/ui/ImguiUI.cpp +++ b/src/port/ui/ImguiUI.cpp @@ -348,12 +348,6 @@ void DrawSettingsMenu(){ } UIWidgets::Tooltip("Matches interpolation value to the current game's window refresh rate"); - - if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::FAST3D_DXGI_DX11) { - UIWidgets::PaddedEnhancementSliderInt(CVarGetInteger("gExtraLatencyThreshold", 0) == 0 ? "Jitter fix: Off" : "Jitter fix: >= %d FPS", - "##ExtraLatencyThreshold", "gExtraLatencyThreshold", 0, 360, "", 0, true, true, false); - UIWidgets::Tooltip("When Interpolation FPS setting is at least this threshold, add one frame of input lag (e.g. 16.6 ms for 60 FPS) in order to avoid jitter. This setting allows the CPU to work on one frame while GPU works on the previous frame.\nThis setting should be used when your computer is too slow to do CPU + GPU work in time."); - } UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);