Closed DoubleStyx closed 2 weeks ago
Also, the UI doesn't break anymore since the only time you can interact with UI is when the game is responsive. These changes address some of the original problems with the async mode to better isolate hitching behavior and avoid introducing nondeterminism into rapid events like UI interaction.
I came up with a simple solution to all of the different modes, frametime estimation, and timeout behavior. It just exposes two config options:
MinEngineTickRate MinUnityTickRate
Through this, it automatically determines whether to use sync, how long to spend processing changes, etc.