Updated README.

This commit is contained in:
genxium
2023-03-30 15:47:02 +08:00
parent c582071f4f
commit a241912e7a
2 changed files with 7 additions and 7 deletions

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@@ -851,7 +851,7 @@ func (pR *Room) OnDismissed() {
pR.InputFrameUpsyncDelayTolerance = battle.ConvertToNoDelayInputFrameId(pR.NstDelayFrames) - 1 // this value should be strictly smaller than (NstDelayFrames >> InputScaleFrames), otherwise "type#1 forceConfirmation" might become a lag avalanche
pR.MaxChasingRenderFramesPerUpdate = 9 // Don't set this value too high to avoid exhausting frontend CPU within a single frame, roughly as the "turn-around frames to recover" is empirically OK
pR.BackendDynamicsEnabled = false // [WARNING] When "false", recovery upon reconnection wouldn't work!
pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
pR.ForceAllResyncOnAnyActiveSlowTicker = true // See tradeoff discussion in "downsyncToAllPlayers"
pR.FrameDataLoggingEnabled = false // [WARNING] DON'T ENABLE ON LONG BATTLE DURATION! It consumes A LOT OF MEMORY!