diff options
author | ameerj <52414509+ameerj@users.noreply.github.com> | 2021-07-08 19:53:42 -0400 |
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committer | ameerj <52414509+ameerj@users.noreply.github.com> | 2021-07-10 15:11:17 -0400 |
commit | 58219d1f36f806323c9924567076b1e82fb4b0b2 (patch) | |
tree | 4d1879a1b9bf913fd7dbdd8307b361e2e33b0e2e /src/yuzu/main.cpp | |
parent | 5edc96f4a47bff64cfd97f0c91e42b56ab58b2d7 (diff) |
settings: Disable FPS unlimit setting between title launches
Some titles crash if the FPS limit is disabled when launching. This change ensures that titles launch with the limit in-place to avoid issues.
In order to simplify the change, the UI toggle was removed as it will always be overridden at launch to be disabled.
The setting can still be toggled during gameplay with the hotkey, and indicated by the fps label in the status bar.
Diffstat (limited to 'src/yuzu/main.cpp')
-rw-r--r-- | src/yuzu/main.cpp | 10 |
1 files changed, 9 insertions, 1 deletions
diff --git a/src/yuzu/main.cpp b/src/yuzu/main.cpp index 5ed3b90b8f..cb9c01154d 100644 --- a/src/yuzu/main.cpp +++ b/src/yuzu/main.cpp @@ -1355,6 +1355,9 @@ void GMainWindow::BootGame(const QString& filename, std::size_t program_index, S ConfigureVibration::SetAllVibrationDevices(); + // Disable fps limit toggle when booting a new title + Settings::values.disable_fps_limit.SetValue(false); + // Save configurations UpdateUISettings(); game_list->SaveInterfaceLayout(); @@ -2913,7 +2916,12 @@ void GMainWindow::UpdateStatusBar() { } else { emu_speed_label->setText(tr("Speed: %1%").arg(results.emulation_speed * 100.0, 0, 'f', 0)); } - game_fps_label->setText(tr("Game: %1 FPS").arg(results.average_game_fps, 0, 'f', 0)); + if (Settings::values.disable_fps_limit) { + game_fps_label->setText( + tr("Game: %1 FPS (Limit off)").arg(results.average_game_fps, 0, 'f', 0)); + } else { + game_fps_label->setText(tr("Game: %1 FPS").arg(results.average_game_fps, 0, 'f', 0)); + } emu_frametime_label->setText(tr("Frame: %1 ms").arg(results.frametime * 1000.0, 0, 'f', 2)); emu_speed_label->setVisible(!Settings::values.use_multi_core.GetValue()); |