I was asked by one of the fps++ developers to rename fps++, so it's changed again (Sorry for the confusion that this will inevitably cause.) At the moment, DynamicFPS++ has feature parity with DynamicFPS1.5.1 (thanks to chuck for letting me know how he did the cutscene fix). Using one or the other shouldn't have particularly different results. But if there are differences, it will likely be the following:
- My implementation of the cutscene fix is more naive, and may be worse
- My timing method for the implementation of cutscene fix is more precise (us instead of ms), which may lead to differences in cutscene timing over DynamicFPS
- My implementation of UltraHand fix is probably very different
Another thing of note, I removed the frametime averaging, and at this point, the only time I change the detected frame time is if I detect an unstable or hitched frame. This should prevent any and all cases of slow motion and super speed, but may result in microsutters being more noticeable.