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authorHugo Locurcio <hugo.locurcio@hugo.pro>2023-06-08 19:33:10 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2023-07-28 02:51:27 +0200
commit4cab77094a0816900a7c06461cb1b9ffad679341 (patch)
tree681896a3f167b227c9a8aa5ea8edb414021e2555 /misc/dist/shell/godot.fish
parentda81ca62a5f6d615516929896caa0b6b09ceccfc (diff)
downloadredot-engine-4cab77094a0816900a7c06461cb1b9ffad679341.tar.gz
Add a `--max-fps` command-line argument to set a FPS limit
This allows limiting framerate on any project, which is useful to reduce power usage and latency with certain setups (such as VRR displays). This is particularly useful in projects that do not expose a setting to change the FPS limit. While external FPS limiters can be used, they can be cumbersome to set up and result in increased input lag compared to a built-in FPS limiter.
Diffstat (limited to 'misc/dist/shell/godot.fish')
-rw-r--r--misc/dist/shell/godot.fish1
1 files changed, 1 insertions, 0 deletions
diff --git a/misc/dist/shell/godot.fish b/misc/dist/shell/godot.fish
index ed58d8dcf6..bb4ff0b558 100644
--- a/misc/dist/shell/godot.fish
+++ b/misc/dist/shell/godot.fish
@@ -89,6 +89,7 @@ complete -c godot -l remote-debug -d "Enable remote debugging"
complete -c godot -l debug-collisions -d "Show collision shapes when running the scene"
complete -c godot -l debug-navigation -d "Show navigation polygons when running the scene"
complete -c godot -l debug-stringnames -d "Print all StringName allocations to stdout when the engine quits"
+complete -c godot -l max-fps -d "Set a maximum number of frames per second rendered (can be used to limit power usage), a value of 0 results in unlimited framerate" -x
complete -c godot -l frame-delay -d "Simulate high CPU load (delay each frame by the given number of milliseconds)" -x
complete -c godot -l time-scale -d "Force time scale (higher values are faster, 1.0 is normal speed)" -x
complete -c godot -l disable-render-loop -d "Disable render loop so rendering only occurs when called explicitly from script"