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Fix cl_maxfps's periodic fast-frame bug. Reduce latency in singleplayer.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6312 fc73d0e0-1445-4013-8a0c-d673dee63da5
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3 changed files with 35 additions and 44 deletions
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@ -27,7 +27,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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float in_sensitivityscale = 1;
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static void QDECL CL_SpareMsec_Callback (struct cvar_s *var, char *oldvalue);
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#ifdef NQPROT
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static cvar_t cl_movement = CVARD("cl_movement","1", "Specifies whether to send movement sequence info over DPP7 protocols (other protocols are unaffected). Unlike cl_nopred, this can result in different serverside behaviour.");
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#endif
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@ -39,7 +38,6 @@ cvar_t cl_c2spps = CVARD("cl_c2spps", "0", "Reduces outgoing packet rates by dro
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cvar_t cl_c2sImpulseBackup = CVARD("cl_c2sImpulseBackup","3", "Prevents the cl_c2spps setting from dropping redundant packets that contain impulses, in an attempt to keep impulses more reliable.");
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static cvar_t cl_c2sMaxRedundancy = CVARD("cl_c2sMaxRedundancy","5", "This is the maximum number of input frames to send in each input packet. Values greater than 1 provide redundancy and avoid prediction misses, though you might find cl_c2sdupe provides equivelent result and at lower latency. It is locked at 3 for vanilla quakeworld, and locked at 1 for vanilla netquake.");
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cvar_t cl_netfps = CVARD("cl_netfps", "150", "Send up to this many packets to the server per second. The rate used is also limited by the server which usually forces a cap to this setting of 77. Low packet rates can result in extra extrapolation to try to hide the resulting latencies.");
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cvar_t cl_sparemsec = CVARCD("cl_sparemsec", "10", CL_SpareMsec_Callback, "Allows the 'banking' of a little extra time, so that one slow frame will not delay the timing of the following frame so much.");
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cvar_t cl_queueimpulses = CVARD("cl_queueimpulses", "0", "Queues unsent impulses instead of replacing them. This avoids the need for extra wait commands (and the timing issues of such commands), but potentially increases latency and can cause scripts to be desynced with regard to buttons and impulses.");
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cvar_t cl_smartjump = CVARD("cl_smartjump", "1", "Makes the jump button act as +moveup when in water. This is typically quieter and faster.");
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cvar_t cl_iDrive = CVARFD("cl_iDrive", "1", CVAR_SEMICHEAT, "Effectively releases movement keys when the opposing key is pressed. This avoids dead-time when both keys are pressed. This can be emulated with various scripts, but that's messy.");
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@ -1990,8 +1988,16 @@ float CL_FilterTime (double time, float wantfps, float limit, qboolean ignoreser
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}
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//its not time yet
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if (time < ceil(1000 / fps))
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return 0;
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if (ignoreserver)
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{ //don't try to hold to milliseconds.
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if (time < 1000 / fps)
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return 0;
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}
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else
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{
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if (time < ceil(1000 / fps))
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return 0;
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}
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//clamp it if we have over 1.5 frame banked somehow
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if (limit && time - (1000 / fps) > (1000 / fps)*limit)
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@ -2212,20 +2218,6 @@ void CL_UseIndepPhysics(qboolean allow)
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}
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#endif
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static void QDECL CL_SpareMsec_Callback (struct cvar_s *var, char *oldvalue)
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{
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if (var->value > 50)
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{
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Cvar_ForceSet(var, "50");
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return;
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}
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else if (var->value < 0)
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{
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Cvar_ForceSet(var, "0");
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return;
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}
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}
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void CL_UpdateSeats(void)
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{
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if (!cls.netchan.message.cursize && cl.allocated_client_slots > 1 && cls.state == ca_active && cl.splitclients && (cls.fteprotocolextensions & PEXT_SPLITSCREEN) && cl.worldmodel)
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@ -3097,7 +3089,6 @@ void CL_InitInput (void)
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Cvar_Register (&cl_c2spps, inputnetworkcvargroup);
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Cvar_Register (&cl_queueimpulses, inputnetworkcvargroup);
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Cvar_Register (&cl_netfps, inputnetworkcvargroup);
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Cvar_Register (&cl_sparemsec, inputnetworkcvargroup);
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Cvar_Register (&cl_run, inputnetworkcvargroup);
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Cvar_Register (&cl_iDrive, inputnetworkcvargroup);
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@ -63,14 +63,15 @@ cvar_t cl_pure = CVARD("cl_pure", "0", "0=standard quake rules.\n1=clients shou
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cvar_t cl_sbar = CVARFC("cl_sbar", "0", CVAR_ARCHIVE, CL_Sbar_Callback);
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cvar_t cl_hudswap = CVARF("cl_hudswap", "0", CVAR_ARCHIVE);
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cvar_t cl_maxfps = CVARFD("cl_maxfps", "250", CVAR_ARCHIVE, "Sets the maximum allowed framerate. If you're using vsync or want to uncap framerates entirely then you should probably set this to 0. Set cl_yieldcpu 0 if you're trying to benchmark.");
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cvar_t cl_idlefps = CVARAFD("cl_idlefps", "60", "cl_maxidlefps"/*dp*/, CVAR_ARCHIVE, "This is the maximum framerate to attain while idle/paused/unfocused.");
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static cvar_t cl_maxfps_slop = CVARFD("cl_maxfps_slop", "3", CVAR_ARCHIVE, "If a frame is delayed (eg because of poor system timer precision), this is how much sooner to pretend the frame happened (in milliseconds). If it is set too low then the average framerate will drop below the target, while too high may result in excessively fast frames.");
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static cvar_t cl_idlefps = CVARAFD("cl_idlefps", "60", "cl_maxidlefps"/*dp*/, CVAR_ARCHIVE, "This is the maximum framerate to attain while idle/paused/unfocused.");
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cvar_t cl_yieldcpu = CVARFD("cl_yieldcpu", "1", CVAR_ARCHIVE, "Attempt to yield between frames. This can resolve issues with certain drivers and background software, but can mean less consistant frame times. Will reduce power consumption/heat generation so should be set on laptops or similar (over-hot/battery powered) devices.");
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cvar_t cl_nopext = CVARF("cl_nopext", "0", CVAR_ARCHIVE);
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cvar_t cl_pext_mask = CVAR("cl_pext_mask", "0xffffffff");
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static cvar_t cl_pext_mask = CVAR("cl_pext_mask", "0xffffffff");
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cvar_t cl_nolerp = CVARD("cl_nolerp", "0", "Disables interpolation. If set, missiles/monsters will be show exactly what was last received, which will be jerky. Does not affect players. A value of 2 means 'interpolate only in single-player/coop'.");
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#ifdef NQPROT
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cvar_t cl_nolerp_netquake = CVARD("cl_nolerp_netquake", "0", "Disables interpolation when connected to an NQ server. Does affect players, even the local player. You probably don't want to set this.");
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cvar_t cl_fullpitch_nq = CVARAFD("cl_fullpitch", "0", "pq_fullpitch", CVAR_SEMICHEAT, "When set, attempts to unlimit the default view pitch. Note that some servers will screw over your angles if you use this, resulting in terrible gameplay, while some may merely clamp your angle serverside. This is also considered a cheat in quakeworld, ^1so this will not function there^7. For the equivelent in quakeworld, use serverinfo minpitch+maxpitch instead, which applies to all players fairly.");
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static cvar_t cl_fullpitch_nq = CVARAFD("cl_fullpitch", "0", "pq_fullpitch", CVAR_SEMICHEAT, "When set, attempts to unlimit the default view pitch. Note that some servers will screw over your angles if you use this, resulting in terrible gameplay, while some may merely clamp your angle serverside. This is also considered a cheat in quakeworld, ^1so this will not function there^7. For the equivelent in quakeworld, use serverinfo minpitch+maxpitch instead, which applies to all players fairly.");
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#endif
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static cvar_t cl_forcevrui = CVARD("cl_forcevrui", "0", "Force the use of VR UIs, even with no VR headset active.");
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cvar_t *hud_tracking_show;
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@ -5083,6 +5084,7 @@ void CL_Init (void)
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Cvar_Register (&cl_pure, cl_screengroup);
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Cvar_Register (&cl_hudswap, cl_screengroup);
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Cvar_Register (&cl_maxfps, cl_screengroup);
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Cvar_Register (&cl_maxfps_slop, cl_screengroup);
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Cvar_Register (&cl_idlefps, cl_screengroup);
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Cvar_Register (&cl_yieldcpu, cl_screengroup);
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Cvar_Register (&cl_timeout, cl_controlgroup);
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@ -6310,7 +6312,6 @@ Runs all active servers
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==================
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*/
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extern cvar_t cl_netfps;
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extern cvar_t cl_sparemsec;
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void CL_StartCinematicOrMenu(void);
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int nopacketcount;
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@ -6323,8 +6324,7 @@ double Host_Frame (double time)
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static double time3 = 0;
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int pass0, pass1, pass2, pass3, i;
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// float fps;
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double newrealtime;
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static double spare;
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double newrealtime, spare;
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float maxfps;
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qboolean maxfpsignoreserver;
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qboolean idle;
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@ -6454,33 +6454,34 @@ double Host_Frame (double time)
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if (vid.isminimized && (maxfps <= 0 || maxfps > 10))
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maxfps = 10;
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if (maxfps > 0
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if (maxfps > 0
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#ifdef HAVE_MEDIA_ENCODER
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&& Media_Capturing() != 2
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#endif
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&& !vrsync)
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{
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// realtime += spare/1000; //don't use it all!
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double newspare = CL_FilterTime((spare/1000 + realtime - oldrealtime)*1000, maxfps, 1.5, maxfpsignoreserver);
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if (!newspare)
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spare = CL_FilterTime((realtime - oldrealtime)*1000, maxfps, 1.5, maxfpsignoreserver);
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if (!spare)
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{
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while(COM_DoWork(0, false))
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;
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return (cl_yieldcpu.ival || vid.isminimized || idle)? (1.0 / maxfps - (realtime - oldrealtime)) : 0;
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}
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if (spare > cl_maxfps_slop.ival)
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spare = cl_maxfps_slop.ival;
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spare /= 1000;
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if (spare > 0.5/maxfps) //don't delay the next by
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spare = 0.5/maxfps;
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if (spare < 0 || cls.state < ca_onserver)
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spare = 0; //uncapped.
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if (spare > cl_sparemsec.ival)
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spare = cl_sparemsec.ival;
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spare = newspare;
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// realtime -= spare/1000; //don't use it all!
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spare = 0;
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}
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else
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spare = 0;
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host_frametime = (realtime - oldrealtime)*cl.gamespeed;
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oldrealtime = realtime;
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oldrealtime = realtime-spare;
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if (host_speeds.ival)
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time0 = Sys_DoubleTime (); //end-of-idle
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if (cls.demoplayback && !cl.stillloading)
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{
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@ -6542,9 +6543,6 @@ double Host_Frame (double time)
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cl.do_lerp_players = cl_lerp_players.ival || (cls.demoplayback==DPB_MVD || cls.demoplayback == DPB_EZTV) || (cls.demoplayback && !cl_nolerp.ival && !cls.timedemo);
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CL_AllowIndependantSendCmd(false);
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// fetch results from server
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CL_ReadPackets ();
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CL_RequestNextDownload();
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// send intentions now
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@ -6586,9 +6584,6 @@ double Host_Frame (double time)
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RSpeedEnd(RSPEED_PROTOCOL);
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if (host_speeds.ival)
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time0 = Sys_DoubleTime ();
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#ifdef HAVE_SERVER
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if (sv.state)
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{
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@ -6603,6 +6598,12 @@ double Host_Frame (double time)
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else
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MSV_PollSlaves();
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#endif
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// fetch results from server... now that we've run it.
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CL_AllowIndependantSendCmd(false);
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CL_ReadPackets ();
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CL_AllowIndependantSendCmd(true);
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CL_CalcClientTime();
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// update video
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@ -77,7 +77,6 @@ extern cvar_t cl_nodelta;
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extern cvar_t cl_c2spps;
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extern cvar_t cl_c2sImpulseBackup;
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extern cvar_t cl_netfps;
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extern cvar_t cl_sparemsec;
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extern cvar_t cl_queueimpulses;
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extern cvar_t cl_smartjump;
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extern cvar_t cl_run;
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