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Disable the framelimiter by default as it will not work correctly on some games
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3935 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -237,7 +237,7 @@ void SConfig::LoadSettings()
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ini.Get("Core", "RunCompareServer", &m_LocalCoreStartupParameter.bRunCompareServer, false);
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ini.Get("Core", "RunCompareClient", &m_LocalCoreStartupParameter.bRunCompareClient, false);
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ini.Get("Core", "TLBHack", &m_LocalCoreStartupParameter.iTLBHack, 0);
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ini.Get("Core", "FrameLimit", &m_Framelimit,0);
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ini.Get("Core", "FrameLimit", &m_Framelimit, 1);
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// Wii
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ini.Get("Wii", "Widescreen", &m_LocalCoreStartupParameter.bWidescreen, false);
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@ -609,7 +609,7 @@ void Callback_VideoCopiedToXFB(bool video_update)
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frames++;
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// Custom frame limiter
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// ッッッッッッッッッッッッッッッッッッッッッッッッッッッッ
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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u32 targetfps = SConfig::GetInstance().m_Framelimit * 5;
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if (targetfps > 5)
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@ -624,7 +624,11 @@ void Callback_VideoCopiedToXFB(bool video_update)
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double wait_frametime = (1000.0 / VideoInterface::TargetRefreshRate);
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while (Timer.GetTimeDifference() < wait_frametime * videoupd)
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{
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// TODO : This is wrong, the sleep shouldn't be there but rather in cputhread
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// as it's not based on the fps but on the refresh rate...
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Common::SleepCurrentThread(1);
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}
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}
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if (Timer.GetTimeDifference() >= 1000)
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