Renderer · const
DEFAULT_GOVERNOR_LIMITS
Deliberately hard to trigger. Work through what a healthy machine has to do to move it.
Explained in Hello world.
const DEFAULT_GOVERNOR_LIMITS: GovernorLimitsimport { DEFAULT_GOVERNOR_LIMITS } from '@driftengine/core';In depth
At 120 fps, sixty frames is half a second. To drop one step a machine must spend thirty of those sixty frames over 40 ms, then do it again in the very next window: roughly a full second in which half the frames missed 25 fps. Nothing transient does that. A garbage collection is one frame, a shader compile is a handful, another application grabbing the GPU for a moment is a fraction of a window, and every one of them leaves the share far under a half.
The devices this exists for are not marginal and do not need a sensitive trigger.
NFD6QQ's Adreno 619 held 156.66 ms — every frame long, a share of 1.0 — so it
clears two windows without ambiguity while a busy desktop never clears one.
The 0.5 floor is RESOLUTION_MIN from the game's own settings screen, so the governor can
never take a player somewhere they could not have gone themselves.