diff --git a/osu.Game/Graphics/UserInterface/FPSCounter.cs b/osu.Game/Graphics/UserInterface/FPSCounter.cs index d9d8a03b29..825bde9d2d 100644 --- a/osu.Game/Graphics/UserInterface/FPSCounter.cs +++ b/osu.Game/Graphics/UserInterface/FPSCounter.cs @@ -30,6 +30,10 @@ namespace osu.Game.Graphics.UserInterface private Container counters = null!; + private const double min_time_between_updates = 10; + + private const double spike_time_ms = 20; + private const float idle_background_alpha = 0.4f; private readonly BindableBool showFpsDisplay = new BindableBool(true); @@ -147,6 +151,8 @@ namespace osu.Game.Graphics.UserInterface private double aimDrawFPS; private double aimUpdateFPS; + private double lastUpdate; + private void displayTemporarily() { if (!isDisplayed) @@ -186,8 +192,6 @@ namespace osu.Game.Graphics.UserInterface double newDrawFrameTime = gameHost.DrawThread.Clock.ElapsedFrameTime; double newDrawFps = gameHost.DrawThread.Clock.FramesPerSecond; - const double spike_time_ms = 20; - bool hasUpdateSpike = displayedFrameTime < spike_time_ms && newUpdateFrameTime > spike_time_ms; // use elapsed frame time rather then FramesPerSecond to better catch stutter frames. bool hasDrawSpike = displayedFpsCount > (1000 / spike_time_ms) && newDrawFrameTime > spike_time_ms; @@ -202,8 +206,13 @@ namespace osu.Game.Graphics.UserInterface else displayedFpsCount = Interpolation.DampContinuously(displayedFpsCount, newDrawFps, 200, Time.Elapsed); - updateFpsDisplay(); - updateFrameTimeDisplay(); + if (Time.Current - lastUpdate > min_time_between_updates) + { + updateFpsDisplay(); + updateFrameTimeDisplay(); + + lastUpdate = Time.Current; + } bool hasSignificantChanges = aimRatesChanged || hasDrawSpike