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Added predictive frame limiter. Rather than busy looping, we keep tra…
…ck of the time it takes to render, run the game loop, and present the frame. We then compare this against the time we last presented a frame, and once it crosses the point at which we don't have enough time to run the game loop again, we run a render loop and present it. By default there is a saftey zone of 10% (frameLimitPercent 0.90). On fast machines without power saving options enabled this can be pushed as small as 2% before frames start being late during gameplay, allowing for ~0.7 millisecond worst case scenario latency with Vsync on.
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