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10 changes: 9 additions & 1 deletion Core/GameEngine/Source/GameNetwork/FrameMetrics.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -84,7 +84,11 @@ FrameMetrics::~FrameMetrics() {
}

void FrameMetrics::init() {
#if defined(GENERALS_ONLINE_HIGH_FPS_SERVER)
m_averageFps = GENERALS_ONLINE_HIGH_FPS_LIMIT;
#else
m_averageFps = 30;
#endif

#if defined(GENERALS_ONLINE)
// NGMP_NOTE: Don't start with the assumption that we have latency. Connections are now formed earlier, so we have latency data earlier too.
Expand Down Expand Up @@ -113,7 +117,11 @@ void FrameMetrics::init() {

UnsignedInt i = 0;
for (; i < TheGlobalData->m_networkFPSHistoryLength; ++i) {
m_fpsList[i] = 30.0;
#if defined(GENERALS_ONLINE_HIGH_FPS_SERVER)
m_fpsList[i] = GENERALS_ONLINE_HIGH_FPS_LIMIT;
#else
m_fpsList[i] = 30.0;
#endif
}
m_fpsListIndex = 0;
for (i = 0; i < TheGlobalData->m_networkLatencyHistoryLength; ++i)
Expand Down
2 changes: 1 addition & 1 deletion GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -7231,7 +7231,7 @@ void InGameUI::drawGameTime()
m_gameTimeString->getSize(&w, &h);

bool bIsHighQuality = true;
if (avgFPS < GENERALS_ONLINE_HIGH_FPS_LIMIT || status.m_cbSentUnackedReliable >= 1000 || (status.m_flConnectionQualityLocal != -1.f && status.m_flConnectionQualityLocal < 1.f) || (status.m_flConnectionQualityRemote != -1.f && status.m_flConnectionQualityRemote < 1.f))
if (avgFPS < (GENERALS_ONLINE_HIGH_FPS_LIMIT - 1) || status.m_cbSentUnackedReliable >= 1000 || (status.m_flConnectionQualityLocal != -1.f && status.m_flConnectionQualityLocal < 1.f) || (status.m_flConnectionQualityRemote != -1.f && status.m_flConnectionQualityRemote < 1.f))
{
bIsHighQuality = false;
}
Expand Down
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