In the last months I've seen in your Modrinth page and GitHub README that you have to "fix vanilla always keeping fps at ~96.2% of the actual capped value"; Lately I completed an old project that i had in mind ( an extremly precise FPS counter for Minecraft ) and i saw that Minecraft actually caps FPS at the right value. In my mod, setting the Polling Rate to 1ms and Average Update Interval to a high value such as 10000ms (with Precision set to 4) results in a ~perfect result (margin of error). So I think that the problem is that this Minecraft function:
MinecraftClient client = MinecraftClient.getInstance();
client.getCurrentFps();
returns the wrong value (or a wrong calculated one).
Hope this helps fix the bug.
In the last months I've seen in your Modrinth page and GitHub README that you have to "fix vanilla always keeping fps at ~96.2% of the actual capped value"; Lately I completed an old project that i had in mind ( an extremly precise FPS counter for Minecraft ) and i saw that Minecraft actually caps FPS at the right value. In my mod, setting the
Polling Rateto 1ms andAverage Update Intervalto a high value such as 10000ms (withPrecisionset to 4) results in a ~perfect result (margin of error). So I think that the problem is that this Minecraft function:returns the wrong value (or a wrong calculated one).
Hope this helps fix the bug.