Display: Ignore lagsync when auto frameskip on.

The delays in lag sync will only confuse the frameskipping code,
because it will interpret the intentional delays as need for skipping.

In theory, frameskip could ignore the lag sync time, but it would still
make frameskip far less effective.
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Unknown W. Brackets committed 2022-05-10 17:06:09 -07:00
1 parent 28532fe4ef
commit bbbb154da0
2 files changed
+8 -4

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@@ -988,7 +988,7 @@ void GameSettingsScreen::CreateViews() {
static const char *ioTimingMethods[] = { "Fast (lag on slow storage)", "Host (bugs, less lag)", "Simulate UMD delays" };
View *ioTimingMethod = systemSettings->Add(new PopupMultiChoice(&g_Config.iIOTimingMethod, sy->T("IO timing method"), ioTimingMethods, 0, ARRAY_SIZE(ioTimingMethods), sy->GetName(), screenManager()));
systemSettings->Add(new CheckBox(&g_Config.bForceLagSync, sy->T("Force real clock sync (slower, less lag)")));
systemSettings->Add(new CheckBox(&g_Config.bForceLagSync, sy->T("Force real clock sync (slower, less lag)")))->SetDisabledPtr(&g_Config.bAutoFrameSkip);
PopupSliderChoice *lockedMhz = systemSettings->Add(new PopupSliderChoice(&g_Config.iLockedCPUSpeed, 0, 1000, sy->T("Change CPU Clock", "Change CPU Clock (unstable)"), screenManager(), sy->T("MHz, 0:default")));
lockedMhz->OnChange.Add([&](UI::EventParams &) {
enableReportsCheckbox_->SetEnabled(Reporting::IsSupported());