diff options
Diffstat (limited to 'doc/classes/ProjectSettings.xml')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 9433abf0d4..407041289c 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -353,7 +353,7 @@ Maximum number of frames per second allowed. A value of [code]0[/code] means "no limit". The actual number of frames per second may still be below this value if the CPU or GPU cannot keep up with the project logic and rendering. Limiting the FPS can be useful to reduce system power consumption, which reduces heat and noise emissions (and improves battery life on mobile devices). If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate. - If [member display/window/vsync/vsync_mode] is [code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using a FPS limit a few frames lower than the monitor's refresh rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while avoiding tearing[/url]. + If [member display/window/vsync/vsync_mode] is [code]Enabled[/code], 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 [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while avoiding tearing[/url]. If [member display/window/vsync/vsync_mode] is [code]Disabled[/code], limiting the FPS to a high value that can be consistently reached on the system can reduce input lag compared to an uncapped framerate. Since this works by ensuring the GPU load is lower than 100%, this latency reduction is only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked scenarios. See also [member physics/common/physics_ticks_per_second]. This setting can be overridden using the [code]--max-fps <fps>[/code] command line argument (including with a value of [code]0[/code] for unlimited framerate). @@ -963,7 +963,7 @@ <member name="editor/run/main_run_args" type="String" setter="" getter="" default=""""> The command-line arguments to append to Godot's own command line when running the project. This doesn't affect the editor itself. It is possible to make another executable run Godot by using the [code]%command%[/code] placeholder. The placeholder will be replaced with Godot's own command line. Program-specific arguments should be placed [i]before[/i] the placeholder, whereas Godot-specific arguments should be placed [i]after[/i] the placeholder. - For example, this can be used to force the project to run on the dedicated GPU in a NVIDIA Optimus system on Linux: + For example, this can be used to force the project to run on the dedicated GPU in an NVIDIA Optimus system on Linux: [codeblock] prime-run %command% [/codeblock] @@ -990,7 +990,7 @@ </member> <member name="filesystem/import/fbx2gltf/enabled" type="bool" setter="" getter="" default="true"> If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] extension will be imported by converting them to glTF 2.0. - This requires configuring a path to a FBX2glTF executable in the editor settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]. + This requires configuring a path to an FBX2glTF executable in the editor settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]. </member> <member name="filesystem/import/fbx2gltf/enabled.android" type="bool" setter="" getter="" default="false"> Override for [member filesystem/import/fbx2gltf/enabled] on Android where FBX2glTF can't easily be accessed from Godot. |