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Comment out microsecond sleep that no longer seems necessary.
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@ -304,7 +304,7 @@ STEAMAPI_API void S_CALLTYPE SteamAPI_RunCallbacks()
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{
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PRINT_DEBUG("SteamAPI_RunCallbacks\n");
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get_steam_client()->RunCallbacks(true, false);
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std::this_thread::sleep_for(std::chrono::microseconds(1)); //fixes resident evil revelations lagging.
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//std::this_thread::sleep_for(std::chrono::microseconds(1)); //fixes resident evil revelations lagging. (Seems to work fine without this right now, commenting out)
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}
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