|  | 
| 1592 | 1592 | 				Tries to free an object in the RenderingServer. To avoid memory leaks, this should be called after using an object as memory management does not occur automatically when using RenderingServer directly. | 
| 1593 | 1593 | 			</description> | 
| 1594 | 1594 | 		</method> | 
|  | 1595 | +		<method name="get_actual_cpu_gpu_sync_mode" qualifiers="const"> | 
|  | 1596 | +			<return type="int" enum="RenderingServer.CPUGPUSyncMode" /> | 
|  | 1597 | +			<description> | 
|  | 1598 | +				See [constant Performance.FRAME_PACING_ACTUAL_SYNC_MODE]. | 
|  | 1599 | +			</description> | 
|  | 1600 | +		</method> | 
|  | 1601 | +		<method name="get_cpu_gpu_sync_mode" qualifiers="const"> | 
|  | 1602 | +			<return type="int" enum="RenderingServer.CPUGPUSyncMode" /> | 
|  | 1603 | +			<description> | 
|  | 1604 | +				Gets the CPU/GPU synchronization mode for the renderer. See [enum CPUGPUSyncMode] for options. | 
|  | 1605 | +				[b]Note:[/b] This setting should be used with care, as the sequential low latency mode prevents the CPU and GPU from running in parallel, which may adversely affect performance by as much as 30-50%. For simple scenes with capped FPS, this may not be noticeable. In other scenarios, the performance impact is more severe. An FPS drop, e.g. from 1000 to 500 FPS, or from 90 to 45 FPS, is an expected outcome from using sequential mode. Therefore, it is recommended that this option is exposed in your game's settings menu, so that users can select the best mode based on their preferences and hardware. | 
|  | 1606 | +			</description> | 
|  | 1607 | +		</method> | 
| 1595 | 1608 | 		<method name="get_current_rendering_driver_name" qualifiers="const"> | 
| 1596 | 1609 | 			<return type="String" /> | 
| 1597 | 1610 | 			<description> | 
|  | 
| 3417 | 3430 | 				Sets a boot image. The color defines the background color. If [param scale] is [code]true[/code], the image will be scaled to fit the screen size. If [param use_filter] is [code]true[/code], the image will be scaled with linear interpolation. If [param use_filter] is [code]false[/code], the image will be scaled with nearest-neighbor interpolation. | 
| 3418 | 3431 | 			</description> | 
| 3419 | 3432 | 		</method> | 
|  | 3433 | +		<method name="set_cpu_gpu_sync_mode"> | 
|  | 3434 | +			<return type="void" /> | 
|  | 3435 | +			<param index="0" name="sync_mode" type="int" enum="RenderingServer.CPUGPUSyncMode" /> | 
|  | 3436 | +			<description> | 
|  | 3437 | +				Sets the CPU/GPU synchronization mode for the renderer. See [enum CPUGPUSyncMode] for options. Equivalent to [member ProjectSettings.rendering/rendering_device/vsync/cpu_gpu_sync]. | 
|  | 3438 | +				[b]Note:[/b] This setting should be used with care, as the sequential low latency mode prevents the CPU and GPU from running in parallel, which may adversely affect performance by as much as 30-50%. For simple scenes with capped FPS, this may not be noticeable. In other scenarios, the performance impact is more severe. An FPS drop, e.g. from 1000 to 500 FPS, or from 90 to 45 FPS, is an expected outcome from using sequential mode. Therefore, it is recommended that this option is exposed in your game's settings menu, so that users can select the best mode based on their preferences and hardware. | 
|  | 3439 | +			</description> | 
|  | 3440 | +		</method> | 
| 3420 | 3441 | 		<method name="set_debug_generate_wireframes"> | 
| 3421 | 3442 | 			<return type="void" /> | 
| 3422 | 3443 | 			<param index="0" name="generate" type="bool" /> | 
|  | 
| 5879 | 5900 | 		<constant name="GLOBAL_VAR_TYPE_MAX" value="29" enum="GlobalShaderParameterType"> | 
| 5880 | 5901 | 			Represents the size of the [enum GlobalShaderParameterType] enum. | 
| 5881 | 5902 | 		</constant> | 
|  | 5903 | +		<constant name="CPU_GPU_SYNC_AUTO" value="0" enum="CPUGPUSyncMode"> | 
|  | 5904 | +			Monitors CPU & GPU timings and dynamically decides whether to use [constant CPU_GPU_SYNC_PARALLEL] or [constant CPU_GPU_SYNC_SEQUENTIAL]. Recommended for applications that want to take advantage of the lower latency provided by SEQUENTIAL when the system is fast enough to sustain it. | 
|  | 5905 | +			See [constant Performance.FRAME_PACING_TOTAL_TIME] and family of constants to monitor the measurements used to decide which mode to select. | 
|  | 5906 | +			[b]Note:[/b] When using these monitors, it's best to set the Editor to a simple view like the Script tab to avoid the 2D/3D view from consuming system resources that could interfere with readings. Or better yet, run the Editor profiler in another machine. | 
|  | 5907 | +			[b]Note:[/b] Stutter can be reduced if using [constant DisplayServer.VSYNC_ADAPTIVE]. But it risks always degenerating to [constant DisplayServer.VSYNC_DISABLED] if the system is too slow. | 
|  | 5908 | +			[b]Note:[/b] This mode always decides to use PARALLEL if V-Sync is set to either [constant DisplayServer.VSYNC_DISABLED] or [constant DisplayServer.VSYNC_MAILBOX]. | 
|  | 5909 | +		</constant> | 
|  | 5910 | +		<constant name="CPU_GPU_SYNC_PARALLEL" value="1" enum="CPUGPUSyncMode"> | 
|  | 5911 | +			Tells the renderer to prioritize higher framerate by allowing the CPU to queue up additional frames before they're rendered by the GPU. This allows the CPU and GPU to work in tandem, improving the framerate and framepacing in complex scenes at the expense of input latency. This default setting is suitable for most 3D applications, especially on mobile and lower-performance desktop hardware. | 
|  | 5912 | +		</constant> | 
|  | 5913 | +		<constant name="CPU_GPU_SYNC_SEQUENTIAL" value="2" enum="CPUGPUSyncMode"> | 
|  | 5914 | +			Tells the renderer to prioritize lower display latency by severely limiting how far the CPU is allowed to get ahead of the GPU when queuing frames. This can greatly help with input lag, at the cost of significantly reduced framerate in most scenes. This setting is useful for games and applications with simple graphics where responsive input is important. Your results may vary based on platform, drivers, and scene contents. | 
|  | 5915 | +			[b]Note:[/b] Important FPS drops are expected while in this mode. It prioritizes low latency over framerate. | 
|  | 5916 | +			[b]Note:[/b] Explicitly setting this value is not possible in production. Godot only enters this mode through [constant CPU_GPU_SYNC_AUTO]. Lower latency is not always guaranteed, as the system may not be fast enough and ends up missing V-BLANK intervals, thus increasing latency and end up losing framerate for no improvement (or it may even be worse). Hence CPU_GPU_SYNC_AUTO only enters this mode when it deems safe to do so. Testing environments (e.g. Editor) allow setting this mode explicitly in order to debug any issues while in SEQUENTIAL/PARALLEL. | 
|  | 5917 | +			[b]Note:[/b] Stutter can be reduced if using [constant DisplayServer.VSYNC_ADAPTIVE]. But it risks always degenerating to [constant DisplayServer.VSYNC_DISABLED] if the system is too slow. | 
|  | 5918 | +		</constant> | 
| 5882 | 5919 | 		<constant name="RENDERING_INFO_TOTAL_OBJECTS_IN_FRAME" value="0" enum="RenderingInfo"> | 
| 5883 | 5920 | 			Number of objects rendered in the current 3D scene. This varies depending on camera position and rotation. | 
| 5884 | 5921 | 		</constant> | 
|  | 
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