Go back to lying that sim fps is 55 when it's actually locked at a maximum of 11.
We're been lying since 2008 so I'm sure another few years can't hurt. To know the real fps, either divide sim fps by 5 and/or look at the frame time.0.7.2-post-fixes
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8b374daae9
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579aa9c6a0
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@ -168,8 +168,12 @@ namespace OpenSim.Region.Framework.Scenes
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#region various statistic googly moogly
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#region various statistic googly moogly
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// We're going to lie about the FPS because we've been lying since 2008. The actual FPS is currently
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// locked at a maximum of 11. Maybe at some point this can change so that we're not lying.
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int reportedFPS = m_fps * 5;
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// save the reported value so there is something available for llGetRegionFPS
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// save the reported value so there is something available for llGetRegionFPS
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lastReportedSimFPS = (float)m_fps / statsUpdateFactor;
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lastReportedSimFPS = reportedFPS / statsUpdateFactor;
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float physfps = ((m_pfps / 1000));
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float physfps = ((m_pfps / 1000));
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@ -200,7 +204,7 @@ namespace OpenSim.Region.Framework.Scenes
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sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
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sb[0].StatValue = (Single.IsNaN(m_timeDilation)) ? 0.1f : m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
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sb[1].StatID = (uint) Stats.SimFPS;
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sb[1].StatID = (uint) Stats.SimFPS;
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sb[1].StatValue = m_fps/statsUpdateFactor;
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sb[1].StatValue = reportedFPS / statsUpdateFactor;
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sb[2].StatID = (uint) Stats.PhysicsFPS;
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sb[2].StatID = (uint) Stats.PhysicsFPS;
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sb[2].StatValue = physfps / statsUpdateFactor;
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sb[2].StatValue = physfps / statsUpdateFactor;
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