FPS counter updating multiple time per second, is that okey? #1
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Reference: rilgamon/zz_Infoclock#1
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Noticed that my FPS counter is updating extremely quickly, way faster than the blizz FPS counter (ctr+R). Could that cause some kind of performance issue?
It is computed every 2 seconds or when you renew the tooltip.
Never noticed a heavy cpu load with this.
Interesting, it was changing like multiple time per second earlier when i was waiting for a world boss.
Looking at the code again it might be that multiple instances of the update process could be started and since every process restarts a 2 seconds timer this could cause higher update rate. I'll rewrite this to make sure only one process is running.
Yeah its fine after a /reload but after a few seconds it starts updating really fast again.
Also what do you think about FPS and Latency numbers changing color similar to the repair module? Low FPS/latency = Green, higher one yellow, orange or red.
Doable, but this needs many settings. Since magnitude of FPS/Latency value is mainly a personal preference. Will take a while.
No problem then.
Bug should be fixed. Please check if the fps update rate is okay now.
Enhancement is implemented. In expert mode you have color settings for low, medium and high. The code checks if the value is lower or equal than low and uses the low color. The other colors are used when the value is higher. For values higher than low and lower than medium the default color is used.
Update is pending.
Damn, needs another update later today. I have used the wrong colorname for high latency check. So it will change the fps color when latency is high.
Thanks, i tested it and the color settinges does not apply at all to the latency. FPS colors work great.
Also is it possible to change the color only on the numbers, FPS/ms numbers should not change the color so you can change them separately.
Uploaded an edited pic how i would like to make it look. Default color is white and the number colors are changing based on the values. Low fps = blue (high fps = blue) medium = yellow and high/low latency/fps = red.
Yes, thats possible. I'll take another look at the latency issue. But first some familystuff ;)
Thanks and no problem.
Okay, update pending. I added %home so you can configure both latencies in your ldb string. %home and %latency both share the color settings but are colored each individually. Color is applied only to the number not the string part.
Great thank you for adding that
This are my setting and this is how i see it in game.
Shouldnt the latency number be in the selected color? And also the "ms" letters are missing and i cannot add them back. (they are missing on the FPS module as well)
Guess its badly documented. The textfield is used for the tooltip.
The string used for the ldb-display is configured in the LDB-tab.
And the latency is higher than the low value and lower than the medium value.
So the default color is used.
Got it now, thanks. Works perfect.
But thinking about it seems I should rework this to use the Latency-String when building the LDB-String. Seems I totally messed this up when rewriting this. But this makes coloring more difficult. I'll take another look at this tomorrow.
So you might have to reconfigure the text fields again after the next update.
Yeah it was a bit confusing at first glance.