diff --git a/src/port/Engine.cpp b/src/port/Engine.cpp index a2c16ca8..a5340e85 100644 --- a/src/port/Engine.cpp +++ b/src/port/Engine.cpp @@ -522,7 +522,7 @@ void GameEngine::ProcessGfxCommands(Gfx* commands) { if (wnd != nullptr) { wnd->SetTargetFps(fps); - wnd->SetMaximumFrameLatency(CVarGetInteger("gRenderParallelization", 0) ? 2 : 1); + wnd->SetMaximumFrameLatency(CVarGetInteger("gRenderParallelization", 1) ? 2 : 1); } // When the gfx debugger is active, only run with the final mtx diff --git a/src/port/ui/ImguiUI.cpp b/src/port/ui/ImguiUI.cpp index 1987efd7..61c3f7fd 100644 --- a/src/port/ui/ImguiUI.cpp +++ b/src/port/ui/ImguiUI.cpp @@ -449,7 +449,7 @@ void DrawSettingsMenu(){ UIWidgets::Tooltip("Matches interpolation value to the refresh rate of your display."); if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::FAST3D_DXGI_DX11) { - UIWidgets::PaddedEnhancementCheckbox("Render parallelization","gRenderParallelization", true, false); + UIWidgets::PaddedEnhancementCheckbox("Render parallelization","gRenderParallelization", true, false, {}, {}, {}, true); UIWidgets::Tooltip( "This setting allows the CPU to work on one frame while GPU works on the previous frame.\n" "Recommended if you can't reach the FPS you set, despite it being set below your refresh rate "