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We busy-looped for 5000 microseconds, i.e. 5 milliseconds, which reduces the framerate to < 200fps I guess the value was copypasted from Sys_Nanosleep() below, but that was nanoseconds of course.. Anyway, busy-looping for 5 *micro*seconds instead fixes it. |
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backends | ||
client | ||
common | ||
game | ||
server | ||
win-wrapper |