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README & config file update for pr #1751#1821

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README & config file update for pr #1751#1821
JustCryen wants to merge 1 commit into
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@JustCryen

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As discussed in #1751
I'm open to suggestions about description phrasing in the README

@JustCryen

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@ChrisLane @flightlessmango
It's been a while, I'm not sure if you have seen this PR.
It is linked to the previous one but maybe you haven't got a notification for it.

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I hadn't seen this but the changes look sensible.

A couple of minor points to consider for potential improvements:

  1. FPS superscript still appears for FPS stats in the fps_metrics component.
  2. hide_engine_names does not override engine_short_names so if the latter appears in config, the former will not take effect.

@JustCryen

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I have noticed the second behavior but I wasn't sure how this should be handled.
This being said, I will correct this shortly.

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hide_engine_names does not override engine_short_names so if the latter appears in config, the former will not take effect.

This has been reworked a bit in e96a0bf
Might have accidentally fixed it?

@ChrisLane

ChrisLane commented Oct 27, 2025

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hide_engine_names does not override engine_short_names so if the latter appears in config, the former will not take effect.

This has been reworked a bit in e96a0bf Might have accidentally fixed it?

Still reproducible as of mangohud-git @ 5399bf1

@JustCryen

JustCryen commented Mar 21, 2026

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I wanted to take a look at it again and I noticed new inconsistent behavior.

Currently it seems like I can't get the full engine name no matter what I do, it seems like full engine name is currently locked at hidden engine name state with hidden superscript.

I can get the intended behavior only when engine_short_names is available in the config, but having both engine_short_names and hide_engine_names results in the same hidden state (no fps superscript here, even though it should be visible)

I will take a look at it again but I'm sure it wasn't like this last time I implemented these options.

@JustCryen

JustCryen commented Mar 21, 2026

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I think I have found the culprit.

@flightlessmango

if (en[OVERLAY_PARAM_ENABLED_horizontal] && !en[OVERLAY_PARAM_ENABLED_engine_short_names]) {
      en[OVERLAY_PARAM_ENABLED_hide_fps_superscript] = true;
      return "FPS";
   }

This line effectively means that "If horizontal mode enabled and long names selected, hide fps superscript and replace with FPS text.
Doesn't really make sense to me, one of the reasons to implement these two variables was to allow for every engine display setting to be achievable regardless of horizontal or vertical mode.

Removing this line makes it all work as intended again, except maybe one issue.
The issue being, this is the default state when none of the above specified options are used:
image

If this is an issue, maybe we should change these options to show_fps_superscript and maybe handle engine_short_names differently, what do you think?

@JustCryen JustCryen closed this Mar 21, 2026
@JustCryen

JustCryen commented Mar 21, 2026

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Closed by mistake with a keyboard shortcut.

@ChrisLane

I hadn't seen this but the changes look sensible.

A couple of minor points to consider for potential improvements:

1. FPS superscript still appears for FPS stats in the `fps_metrics` component.

2. `hide_engine_names` does not override `engine_short_names` so if the latter appears in config, the former will not take effect.

Regarding your previous points:

  1. I figured out how to get the hide_fps_superscript to influence the superscript in the fps_metrics component. I'll get that pull request ready after this one is merged.

  2. With the above change, it seems like this point is already taken care of. hide_engine_names with or without engine_short_names does show just the big FPS text, and hides superscript in the main FPS meter in the process, but also disables the superscript in the fps_metrics component.
    Let me know how this should be handled.

@JustCryen

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I don't like having fixes ready, waiting in the background and blocked by a README change, thus not being able to push anything forward.
So I have decided to separate the contribution so I can have both, README changes and code / fixes waiting interdependently for a merge.

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