docs(menu): the frame rate cap past 60 is experimental (#1742) #1805

Merged
NotRexed merged 1 commit from fix/fps-cap-experimental-hint into main 2026-11-10 18:07:16 +00:00
NotRexed commented 2026-11-10 17:15:48 +00:00 (Migrated from github.com)

Players found game logic that still counts frames above a 60 cap (#1742):

  • the intro's narration runs ahead of the picture at a 120 cap;
  • Gohma keeps running into the wall at 100 fps (Discord, three tries), and works at 60.

The Game frame rate cap's help said "Past 60 the game keeps real time". It and the readme now say past 60 is experimental, name what can break, and call 60 the safe choice, until #1742 is fixed (@klimovich008 is looking).

Help text and readme only. The menu compiles (llvm-mingw syntax check).

🤖 Generated with Claude Code

Players found game logic that still counts frames above a 60 cap (#1742): - the intro's narration runs ahead of the picture at a 120 cap; - Gohma keeps running into the wall at 100 fps (Discord, three tries), and works at 60. The Game frame rate cap's help said "Past 60 the game keeps real time". It and the readme now say past 60 is experimental, name what can break, and call 60 the safe choice, until #1742 is fixed (@klimovich008 is looking). Help text and readme only. The menu compiles (llvm-mingw syntax check). 🤖 Generated with [Claude Code](https://claude.com/claude-code)
hckrman101 (Migrated from github.com) approved these changes 2026-11-10 18:00:03 +00:00
hckrman101 (Migrated from github.com) left a comment

Looks good. The cap rows are 60 (the console's), 90, 120, 144, 165 and 240, so "past 60" covers everything except the first value, and the note names exactly what #1742 reports (intro narration at 120, Gohma at 100). The help is ASCII, and the help box is measured from the tallest help and wraps, so at ~235 chars it is no taller than the longest existing one (~241). The readme wording matches the menu. No test pins this string.

CI is red, but not from this change: the failures are test_nup_out_of_space (Windows), test_draw_stream_visibility, test_lift_cleanup_error, test_recomplauncher_json, test_sampler_admission and nx2/test_draw_parameters, all of them nowhere near the menu.

Nit: "the game keeps real time" next to "some cutscenes ... misbehave" reads a little contradictory, since #1742 is exactly game logic that still counts frames. Fine to leave as is.

Looks good. The cap rows are 60 (the console's), 90, 120, 144, 165 and 240, so "past 60" covers everything except the first value, and the note names exactly what #1742 reports (intro narration at 120, Gohma at 100). The help is ASCII, and the help box is measured from the tallest help and wraps, so at ~235 chars it is no taller than the longest existing one (~241). The readme wording matches the menu. No test pins this string. CI is red, but not from this change: the failures are test_nup_out_of_space (Windows), test_draw_stream_visibility, test_lift_cleanup_error, test_recomplauncher_json, test_sampler_admission and nx2/test_draw_parameters, all of them nowhere near the menu. Nit: "the game keeps real time" next to "some cutscenes ... misbehave" reads a little contradictory, since #1742 is exactly game logic that still counts frames. Fine to leave as is.
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