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This commit is contained in:
bryanthaboi
2026-07-23 14:25:00 -04:00
parent 1ce9e32dd1
commit 895e904d75
2 changed files with 1 additions and 15 deletions
-14
View File
@@ -300,17 +300,6 @@ function love.filedropped(file)
if Importer then Importer:filedropped(file) end
end
-- Frame pacing (issue #88): on a machine whose driver control panel forces
-- vsync off, the 160x144 game is so cheap that love.run presents thousands
-- of frames a second, which over hours degrades the graphics driver until a
-- restart (and burns power with the window merely open in the background).
-- A hard render cap bounds it. Render-only: the logic clock is fixed-step
-- off dt (src/core/FixedStep.lua), so capping present() leaves timing,
-- audio, and determinism untouched, and vsync (conf.lua) is left alone.
--
-- Scripted / headless runs must keep full speed so CI screenshot and bot
-- tooling is not throttled, so they opt out entirely -- same env vars
-- love.load already reads for the scripted-boot path.
local function pacingEnabled()
if os.getenv("POKEPORT_AUTOPILOT") then return false end
if os.getenv("POKEPORT_DRIVER") then return false end
@@ -318,9 +307,6 @@ local function pacingEnabled()
return true
end
-- LÖVE 11.5's default run loop, copied faithfully, with a frame-pacing sleep
-- swapped in for the stock trailing love.timer.sleep(0.001). Kept resilient:
-- with no love.timer (headless) nothing sleeps, exactly as today.
function love.run()
if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
+1 -1
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@@ -1,4 +1,4 @@
-- Render frame-rate cap (issue #88). With a driver control panel forcing
-- Render frame-rate cap. With a driver control panel forcing
-- vsync off, the 160x144 game is trivially cheap and love.run will present
-- thousands of frames a second; over hours that cooks the graphics driver
-- until a restart, and it wastes power whenever the window is left open in