And one more for the road.
- Re-implemented the FPS limiter. It’s quite exact now and also performed at a better point in time (before presenting the frame)
- Made frame period calculation (for animation) slightly more exact
- Added FPS thresholding for SMAA. What this means is that you can supply a value – say 45 FPS – and if the game is in danger of dropping below that, SMAA will be disabled. It will be re-enabled once the framerate is safely above the threshold again.