diff --git a/main.lua b/main.lua index 192fae70..08a4c46b 100644 --- a/main.lua +++ b/main.lua @@ -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 diff --git a/src/core/FrameCap.lua b/src/core/FrameCap.lua index b9009031..2e5b36fe 100644 --- a/src/core/FrameCap.lua +++ b/src/core/FrameCap.lua @@ -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