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Fix frame "Sync" timer calculation to handle Vulkan Vsync modes
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@ -306,7 +306,7 @@ float idConsoleLocal::DrawFPS( float y )
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const int64 frameBusyTime = int64( commonLocal.frameTiming.finishSyncTime ) - int64( commonLocal.mainFrameTiming.startGameTime );
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// SRS - Frame sync time represents swap buffer synchronization + game thread wait + other time spent outside of rendering
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const int64 frameSyncTime = int64( commonLocal.frameTiming.finishSyncTime ) - int64( commonLocal.mainFrameTiming.finishRenderTime );
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const int64 frameSyncTime = int64( commonLocal.frameTiming.finishSyncTime ) - int64( commonLocal.mainFrameTiming.startRenderTime ) - int64( rendererBackEndTime );
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// SRS - GPU idle time is simply the difference between measured frame-over-frame time and GPU busy time (directly from GPU timers)
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const int64 rendererGPUIdleTime = frameBusyTime + frameIdleTime - rendererGPUTime;
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