FPS counter adjustments#21209
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When the widget is created, use the current frame as reference rather than always using zero. That avoids the first FPS reading from a new widget calculating as if all frames rendered since the game started occurred in the first second.
Calculate a rolling average of FPS over the last second. This allows the FPS counter to be updated every frame - and in particular means it can display a rough figure immediately rather than needing to wait one second to collect information at the start of a game.
This avoids this displayed counter being dragged down by lower FPS during loading prior to the game starting.
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First commit fixes #17445.
Second commit switches to a rolling average of frames over the last second, rather than the current once-a-second snapshot of frames in the prior second. Let me know if this is worth keeping.
Fix FPS counter showing initial high figure.
When the widget is created, use the current frame as reference rather than always using zero. That avoids the first FPS reading from a new widget calculating as if all frames rendered since the game started occurred in the first second.
Change FPS counter behaviour.
Calculate a rolling average of FPS over the last second. This allows the FPS counter to be updated every frame - and in particular means it can display a rough figure immediately rather than needing to wait one second to collect information at the start of a game.