classref: Sync with current master branch (551ce8d)

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Godot Organization
2025-12-20 03:36:12 +00:00
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17 changed files with 102 additions and 26 deletions

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@@ -133,11 +133,9 @@ The maximum number of frames that can be rendered every second (FPS). A value of
Limiting the FPS can be useful to reduce the host machine's power consumption, which reduces heat, noise emissions, and improves battery life.
If :ref:`ProjectSettings.display/window/vsync/vsync_mode<class_ProjectSettings_property_display/window/vsync/vsync_mode>` is **Enabled** or **Adaptive**, the setting takes precedence and the max FPS number cannot exceed the monitor's refresh rate.
If :ref:`ProjectSettings.display/window/vsync/vsync_mode<class_ProjectSettings_property_display/window/vsync/vsync_mode>` is **Enabled** or **Adaptive**, the setting takes precedence and the max FPS number cannot exceed the monitor's refresh rate. See also :ref:`DisplayServer.screen_get_refresh_rate()<class_DisplayServer_method_screen_get_refresh_rate>`.
If :ref:`ProjectSettings.display/window/vsync/vsync_mode<class_ProjectSettings_property_display/window/vsync/vsync_mode>` is **Enabled**, on monitors with variable refresh rate enabled (G-Sync/FreeSync), using an FPS limit a few frames lower than the monitor's refresh rate will `reduce input lag while avoiding tearing <https://blurbusters.com/howto-low-lag-vsync-on/>`__.
See also :ref:`physics_ticks_per_second<class_Engine_property_physics_ticks_per_second>` and :ref:`ProjectSettings.application/run/max_fps<class_ProjectSettings_property_application/run/max_fps>`.
If :ref:`ProjectSettings.display/window/vsync/vsync_mode<class_ProjectSettings_property_display/window/vsync/vsync_mode>` is **Enabled**, on monitors with variable refresh rate enabled (G-Sync/FreeSync), using an FPS limit a few frames lower than the monitor's refresh rate will `reduce input lag while avoiding tearing <https://blurbusters.com/howto-low-lag-vsync-on/>`__. At higher refresh rates, the difference between the FPS limit and the monitor refresh rate should be increased to ensure frames to account for timing inaccuracies. The optimal formula for the FPS limit value in this scenario is ``r - (r * r) / 3600.0``, where ``r`` is the monitor's refresh rate.
\ **Note:** The actual number of frames per second may still be below this value if the CPU or GPU cannot keep up with the project's logic and rendering.