FPS display inaccurate
The float-based calculation estimates it slightly too low, adding a divide-by-zero avoidance epsilon to the average frame time. Then the actual display rounds it down, making it almost always 59 for stable 60 FPS.
The float-based calculation estimates it slightly too low, adding a divide-by-zero avoidance epsilon to the average frame time. Then the actual display rounds it down, making it almost always 59 for stable 60 FPS.