In Metro Last Light/Crysis 3/Splinter Cell Blacklist and perhaps others, displayed frames per second are twice what they should be.
I've found a fix for this and I've uploaded a fork. I'm not versed in GitHub but I think I've done it right.
Here's an image after the fix:
Because the fix breaks fps reading for d3d9 and d3d10, I made 2 separate FramesPerSecond11.cs only for d3d11. I also made minor changes to BaseDXHook.cs and DXHookD3D11.cs.
It's a different way of calculating fps based on LastPresentCount, code which I found here on GitHub.
In Metro Last Light/Crysis 3/Splinter Cell Blacklist and perhaps others, displayed frames per second are twice what they should be.
I've found a fix for this and I've uploaded a fork. I'm not versed in GitHub but I think I've done it right. Here's an image after the fix:
Because the fix breaks fps reading for d3d9 and d3d10, I made 2 separate FramesPerSecond11.cs only for d3d11. I also made minor changes to BaseDXHook.cs and DXHookD3D11.cs.
It's a different way of calculating fps based on LastPresentCount, code which I found here on GitHub.