Forcibly wait for the display thread to draw each frame (never skip any frame) ONLY IF the user set frame skip to "0 (never skip)".
Current implementation causes significant display lag if any magnification filter is used while GPU scaling factor is >1.
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@ -2292,7 +2292,7 @@ static void StepRunLoop_User()
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Hud.fps3d = GPU->GetFPSRender3D();
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// wait for the HUD to update from last frame
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WaitForSingleObject(display_done_event, display_done_timeout);
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if(frameskiprate==0) WaitForSingleObject(display_done_event, display_done_timeout);
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Display();
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mainLoopData.fps3d = Hud.fps3d;
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