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Allow the users to control the max fps of the engine #16075
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Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
Build falls because of webxr. Need to make some changes to the xr session manager. |
Correct, I did the fix. |
Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
Snapshot stored with reference name: Test environment: To test a playground add it to the URL, for example: https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/refs/pull/16075/merge/index.html#WGZLGJ#4600 Links to test babylon tools with this snapshot: https://playground.babylonjs.com/?snapshot=refs/pull/16075/merge To test the snapshot in the playground with a playground ID add it after the snapshot query string: https://playground.babylonjs.com/?snapshot=refs/pull/16075/merge#BCU1XR#0 |
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LGTM, just a small question, and - this will add some size to the ThinEngine as well. I know there is no way of adding this feature just to engine and webgpu engine, but we need to know the ThinEngine will have this code as well.
small note - ignore the error for now, it seems like there was a short CDN downtime which caused this. |
WebGL2 visualization test reporter: |
Visualization tests for WebGPU (Experimental) |
A little thing - we got |
Users now can set
engine.maxFPS
to set an upper limit to the rendering speedYou can even set it to < 1 values (like 0.5 to render every 2 seconds).
I also introduced a boolean to keep the engine pumping messages while not rendering (and I used it for the screenshot system)