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Merge pull request #830 from DanielGibson/timing-improvements
Improve timings in Qcommon_Frame()
This commit is contained in:
commit
1833f160eb
2 changed files with 72 additions and 43 deletions
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@ -211,7 +211,7 @@ typedef struct
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keydest_t key_dest;
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int framecount;
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int realtime; /* always increasing, no clamping, etc */
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int realtime; /* always increasing, no clamping, etc, in MS */
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float rframetime; /* seconds since last render frame */
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float nframetime; /* network frame time */
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@ -342,7 +342,7 @@ Qcommon_Init(int argc, char **argv)
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// cvars
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cl_maxfps = Cvar_Get("cl_maxfps", "60", CVAR_ARCHIVE);
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cl_maxfps = Cvar_Get("cl_maxfps", "-1", CVAR_ARCHIVE);
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developer = Cvar_Get("developer", "0", 0);
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fixedtime = Cvar_Get("fixedtime", "0", 0);
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@ -428,10 +428,10 @@ Qcommon_Frame(int usec)
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int time_after;
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// Target packetframerate.
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int pfps;
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float pfps;
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// Target renderframerate.
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int rfps;
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float rfps;
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// Time since last packetframe in microsec.
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static int packetdelta = 1000000;
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@ -542,32 +542,70 @@ Qcommon_Frame(int usec)
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{
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Cvar_SetValue("cl_maxfps", 250);
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}
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else if (cl_maxfps->value < 1)
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{
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Cvar_SetValue("cl_maxfps", 60);
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}
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// Calculate target and renderframerate.
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if (R_IsVSyncActive())
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{
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rfps = GLimp_GetRefreshRate();
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int refreshrate = GLimp_GetRefreshRate();
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if (rfps > vid_maxfps->value)
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// using refreshRate - 2, because targeting a value slightly below the
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// (possibly not 100% correctly reported) refreshRate would introduce jittering, so only
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// use vid_maxfps if it looks like the user really means it to be different from refreshRate
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if (vid_maxfps->value < refreshrate - 2 )
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{
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rfps = (int)vid_maxfps->value;
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rfps = vid_maxfps->value;
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// we can't have more packet frames than render frames, so limit pfps to rfps
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pfps = (cl_maxfps->value > rfps) ? rfps : cl_maxfps->value;
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}
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else // target refresh rate, not vid_maxfps
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{
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/* if vsync is active, we increase the target framerate a bit for two reasons
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1. On Windows, GLimp_GetFrefreshRate() (or the SDL counterpart, or even
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the underlying WinAPI function) often returns a too small value,
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like 58 or 59 when it's really 59.95 and thus (as integer) should be 60
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2. vsync will throttle us to refreshrate anyway, so there is no harm
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in starting the frame *a bit* earlier, instead of risking starting
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it too late */
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rfps = refreshrate * 1.2f;
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// we can't have more packet frames than render frames, so limit pfps to rfps
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// but in this case use tolerance for comparison and assign rfps with tolerance
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pfps = (cl_maxfps->value < refreshrate - 2) ? cl_maxfps->value : rfps;
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}
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}
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else
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{
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rfps = (int)vid_maxfps->value;
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rfps = vid_maxfps->value;
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// we can't have more packet frames than render frames, so limit pfps to rfps
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pfps = (cl_maxfps->value > rfps) ? rfps : cl_maxfps->value;
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}
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/* The target render frame rate may be too high. The current
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scene may be more complex then the previous one and SDL
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may give us a 1 or 2 frames too low display refresh rate.
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Add a security magin of 5%, e.g. 60fps * 0.95 = 57fps. */
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pfps = (cl_maxfps->value > (rfps * 0.95)) ? floor(rfps * 0.95) : cl_maxfps->value;
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// cl_maxfps <= 0 means: automatically choose a packet framerate that should work
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// well with the render framerate, which is the case if rfps is a multiple of pfps
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if (cl_maxfps->value <= 0.0f && cl_async->value != 0.0f)
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{
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// packet framerates between about 45 and 90 should be ok,
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// with other values the game (esp. movement/clipping) can become glitchy
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// as pfps must be <= rfps, for rfps < 90 just use that as pfps
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if (rfps < 90.0f)
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{
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pfps = rfps;
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}
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else
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{
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/* we want an integer divider, so every div-th renderframe is a packetframe.
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this formula gives nice dividers that keep pfps as close as possible
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to 60 (which seems to be ideal):
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- for < 150 rfps div will be 2, so pfps will be between 45 and ~75
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=> exactly every second renderframe we also run a packetframe
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- for < 210 rfps div will be 3, so pfps will be between 50 and ~70
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=> exactly every third renderframe we also run a packetframe
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- etc, the higher the rfps, the closer the pfps-range will be to 60
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(and you probably get the very best results by running at a
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render framerate that's a multiple of 60) */
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float div = round(rfps/60);
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pfps = rfps/div;
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}
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}
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// Calculate timings.
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packetdelta += usec;
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@ -579,34 +617,25 @@ Qcommon_Frame(int usec)
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{
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if (cl_async->value)
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{
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if (R_IsVSyncActive())
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{
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// Netwwork frames.
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if (packetdelta < (0.8 * (1000000.0f / pfps)))
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{
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packetframe = false;
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}
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// Render frames.
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if (renderdelta < (0.8 * (1000000.0f / rfps)))
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if (renderdelta < (1000000.0f / rfps))
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{
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renderframe = false;
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}
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}
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else
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{
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// Network frames.
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if (packetdelta < (1000000.0f / pfps))
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float packettargetdelta = 1000000.0f / pfps;
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// "packetdelta + renderdelta/2 >= packettargetdelta" if now we're
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// closer to when we want to run the next packetframe than we'd
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// (probably) be after the next render frame
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// also, we only run packetframes together with renderframes,
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// because we must have at least one render frame between two packet frames
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// TODO: does it make sense to use the average renderdelta of the last X frames
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// instead of just the last renderdelta?
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if (!renderframe || packetdelta + renderdelta/2 < packettargetdelta)
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{
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packetframe = false;
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}
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// Render frames.
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if (renderdelta < (1000000.0f ) / rfps)
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{
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renderframe = false;
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}
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}
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}
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else
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{
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