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Hide the first --print-fps outputs after the engine has started
The first 2 or 3 prints are inaccurate since the engine has just started at that point.
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@@ -2634,6 +2634,7 @@ bool Main::start() {
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uint64_t Main::last_ticks = 0;
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uint32_t Main::frames = 0;
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uint32_t Main::hide_print_fps_attempts = 3;
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uint32_t Main::frame = 0;
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bool Main::force_redraw_requested = false;
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int Main::iterating = 0;
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@@ -2774,12 +2775,17 @@ bool Main::iteration() {
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Engine::get_singleton()->_process_frames++;
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if (frame > 1000000) {
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if (editor || project_manager) {
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if (print_fps) {
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print_line(vformat("Editor FPS: %d (%s mspf)", frames, rtos(1000.0 / frames).pad_decimals(2)));
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// Wait a few seconds before printing FPS, as FPS reporting just after the engine has started is inaccurate.
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if (hide_print_fps_attempts == 0) {
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if (editor || project_manager) {
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if (print_fps) {
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print_line(vformat("Editor FPS: %d (%s mspf)", frames, rtos(1000.0 / frames).pad_decimals(2)));
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}
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} else if (print_fps || GLOBAL_GET("debug/settings/stdout/print_fps")) {
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print_line(vformat("Project FPS: %d (%s mspf)", frames, rtos(1000.0 / frames).pad_decimals(2)));
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}
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} else if (GLOBAL_GET("debug/settings/stdout/print_fps") || print_fps) {
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print_line(vformat("Project FPS: %d (%s mspf)", frames, rtos(1000.0 / frames).pad_decimals(2)));
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} else {
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hide_print_fps_attempts--;
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}
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Engine::get_singleton()->_fps = frames;
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