Doc: Make busywait 0 sound a bit less scary

As far as we know it's mostly a Windows-only problem, where
(especially in power-saving modes) sleeping can be very imprecise.
This commit is contained in:
Daniel Gibson 2022-05-11 17:44:11 +02:00
parent 13d3dd1b33
commit ae4388abed
2 changed files with 5 additions and 5 deletions

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@ -73,9 +73,9 @@ If your computer is **fast enough** to reach at least 60fps in Yamagi Quake II
the following settings should give you the best results:
* Make sure that `busywait` is set to `1`. That's the default. Setting
it to `0` saves some CPU time but is plain deadly for the timings.
You'll never get precise timing and tearing- and / or micro stuttering
free gameplay with busy waits switched off!
it to `0` saves some CPU time (and thus increase battery life and
reduce heat), but can mess up the timings, especially on Windows,
which can lead to tearing- and / or micro stuttering.
* Set `cl_async` to `1` (the default) to avoid glitches especially in
physics/movement when rendering at high framerates (>90fps).
* `cl_maxfps` should usually be set to `-1` (the **new** default) so

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@ -54,8 +54,8 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
is a very accurate way to determine the internal timing, but comes with
a relatively high CPU usage. If set to `0` Quake II lays itself to
sleep and tells the operating system to send a wakeup signal when it's
time for the next frame. The later is more CPU friendly but rather
inaccurate, especially on Windows. Use with care.
time for the next frame. The latter is more CPU friendly but can be
rather inaccurate, especially on Windows. Use with care.
* **cl_maxfps**: The approximate framerate for client/server ("packet")
frames if *cl_async* is `1`. If set to `-1` (the default), the engine