Uncap render fps for cutscenes and demos - #331
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Malkierian merged 1 commit intoAug 2, 2026
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Before the thread5 revival in #280 every game system, including rendering and game logic, was collapsed into a single thread. This led to prerecorded demos and some cutscenes needing to have artificial fps caps to maintain their sync. With multithreading, the render thread is now decoupled from game logic and audio, and interpolation can once again be uncapped.
Resolves #303