fix: improve unfocused window frame pacing - #3493
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mvanhorn wants to merge 1 commit into
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hajimehoshi
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Jul 28, 2026
| time.Sleep(d) | ||
| u.unfocusedSleepOverhead = time.Since(t) - d | ||
| if u.unfocusedSleepOverhead < 0 { | ||
| u.unfocusedSleepOverhead = 0 |
| if elapsed+sleepOverhead >= wait { | ||
| return 0 | ||
| } | ||
| return wait - elapsed - sleepOverhead |
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max(wait - elapsed - sleepOverhead, 0)
| if d := unfocusedSleepDuration(t2.Sub(t1), u.unfocusedSleepOverhead); d > 0 { | ||
| t := time.Now() | ||
| time.Sleep(d) | ||
| u.unfocusedSleepOverhead = time.Since(t) - d |
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I doubt this overhead really matters. Actually how much is unfocusedSleepOverhead on average? Does this really fix the issue?
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What issue is this addressing?
In
internal/ui/ui_glfw.go, extract the unfocused sleep-budget calculation used byglfwBackend.updateGameand reduce its target interval from 1/60 second to the maintainer-suggested 1/120 second, continuing to subtract time already spent rendering the frame. Keep the existing focus detection, buffer swap, andtime.Sleepwiring intact, and skip sleeping when frame work has already consumed the shorter interval. Add a desktop-scoped unit test ininternal/ui/ui_glfw_test.gofor the duration calculation so boundary behavior is deterministic without relying on wall-clock timing or a live X server.Closes #3397
What type of issue is this addressing?
What this PR does | solves