initial files
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GREUH_view_distance_factor = 1.0;
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GREUH_force_adjust_view_distance = false;
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private _min_view_distance_factor = 0.25;
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private _base_increment = 0.075;
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private _corrected_increment = -1;
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private _consecutive_before_adjust = 3;
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private _consecutive_fps_too_low = 0;
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private _consecutive_fps_too_fast = 0;
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private _smoothing_margin = 0.1;
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while { true } do {
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_corrected_increment = _base_increment * GREUH_view_distance_factor;
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if ( (diag_fps * ( 1 - _smoothing_margin )) < desired_fps ) then {
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_consecutive_fps_too_low = _consecutive_fps_too_low + 1;
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_consecutive_fps_too_fast = 0;
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};
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if ( (diag_fps * ( 1 + _smoothing_margin )) > desired_fps ) then {
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_consecutive_fps_too_fast = _consecutive_fps_too_fast + 1;
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_consecutive_fps_too_low = 0;
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};
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if ( GREUH_view_distance_factor > _min_view_distance_factor && _consecutive_fps_too_low >= _consecutive_before_adjust ) then {
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_consecutive_fps_too_low = 0;
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GREUH_view_distance_factor = GREUH_view_distance_factor - _corrected_increment;
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if ( GREUH_view_distance_factor < _min_view_distance_factor ) then {
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GREUH_view_distance_factor = _min_view_distance_factor;
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};
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GREUH_force_adjust_view_distance = true;
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};
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if ( GREUH_view_distance_factor < 1.0 && _consecutive_fps_too_fast >= _consecutive_before_adjust ) then {
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_consecutive_fps_too_fast = 0;
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GREUH_view_distance_factor = GREUH_view_distance_factor + _corrected_increment;
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if ( GREUH_view_distance_factor > 1.0 ) then {
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GREUH_view_distance_factor = 1.0;
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};
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GREUH_force_adjust_view_distance = true;
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};
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sleep 0.75;
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};
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