mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-29 07:41:47 +00:00
Introduce cl_maxfps -1 for "use optimal value based on render framerate"
(this is the default value of that cvar now) In Qcommon_Frame(), if cl_async is 1, the packet framerate should ideally be a fraction of the render framerate, and to avoid movement glitches and such it should be between 45 and 90, ideally around 60. With cl_maxfps set to -1, pfps now is set to such a value automatically.
This commit is contained in:
parent
7cf1392765
commit
502ff345c3
1 changed files with 37 additions and 12 deletions
|
@ -342,7 +342,7 @@ Qcommon_Init(int argc, char **argv)
|
||||||
|
|
||||||
// cvars
|
// cvars
|
||||||
|
|
||||||
cl_maxfps = Cvar_Get("cl_maxfps", "60", CVAR_ARCHIVE);
|
cl_maxfps = Cvar_Get("cl_maxfps", "-1", CVAR_ARCHIVE);
|
||||||
|
|
||||||
developer = Cvar_Get("developer", "0", 0);
|
developer = Cvar_Get("developer", "0", 0);
|
||||||
fixedtime = Cvar_Get("fixedtime", "0", 0);
|
fixedtime = Cvar_Get("fixedtime", "0", 0);
|
||||||
|
@ -542,10 +542,6 @@ Qcommon_Frame(int usec)
|
||||||
{
|
{
|
||||||
Cvar_SetValue("cl_maxfps", 250);
|
Cvar_SetValue("cl_maxfps", 250);
|
||||||
}
|
}
|
||||||
else if (cl_maxfps->value < 1)
|
|
||||||
{
|
|
||||||
Cvar_SetValue("cl_maxfps", 60);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Calculate target and renderframerate.
|
// Calculate target and renderframerate.
|
||||||
if (R_IsVSyncActive())
|
if (R_IsVSyncActive())
|
||||||
|
@ -563,13 +559,13 @@ Qcommon_Frame(int usec)
|
||||||
}
|
}
|
||||||
else // target refresh rate, not vid_maxfps
|
else // target refresh rate, not vid_maxfps
|
||||||
{
|
{
|
||||||
// if vsync is active, we increase the target framerate a bit for two reasons
|
/* if vsync is active, we increase the target framerate a bit for two reasons
|
||||||
// 1. On Windows, GLimp_GetFrefreshRate() (or the SDL counterpart, or even
|
1. On Windows, GLimp_GetFrefreshRate() (or the SDL counterpart, or even
|
||||||
// the underlying WinAPI function) often returns a too small value,
|
the underlying WinAPI function) often returns a too small value,
|
||||||
// like 58 or 59 when it's really 59.95 and thus (as integer) should be 60
|
like 58 or 59 when it's really 59.95 and thus (as integer) should be 60
|
||||||
// 2. vsync will throttle us to refreshrate anyway, so there is no harm
|
2. vsync will throttle us to refreshrate anyway, so there is no harm
|
||||||
// in starting the frame *a bit* earlier, instead of risking starting
|
in starting the frame *a bit* earlier, instead of risking starting
|
||||||
// it too late
|
it too late */
|
||||||
rfps = refreshrate * 1.2f;
|
rfps = refreshrate * 1.2f;
|
||||||
// we can't have more packet frames than render frames, so limit pfps to rfps
|
// we can't have more packet frames than render frames, so limit pfps to rfps
|
||||||
// but in this case use tolerance for comparison and assign rfps with tolerance
|
// but in this case use tolerance for comparison and assign rfps with tolerance
|
||||||
|
@ -583,6 +579,35 @@ Qcommon_Frame(int usec)
|
||||||
pfps = (cl_maxfps->value > rfps) ? rfps : cl_maxfps->value;
|
pfps = (cl_maxfps->value > rfps) ? rfps : cl_maxfps->value;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// cl_maxfps <= 0 means: automatically choose a packet framerate that should work
|
||||||
|
// well with the render framerate, which is the case if rfps is a multiple of pfps
|
||||||
|
if (cl_maxfps->value <= 0.0f && cl_async->value != 0.0f)
|
||||||
|
{
|
||||||
|
// packet framerates between about 45 and 90 should be ok,
|
||||||
|
// with other values the game (esp. movement/clipping) can become glitchy
|
||||||
|
// as pfps must be <= rfps, for rfps < 90 just use that as pfps
|
||||||
|
if (rfps < 90)
|
||||||
|
{
|
||||||
|
pfps = rfps;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
/* we want an integer divider, so every div-th renderframe is a packetframe.
|
||||||
|
this formula gives nice dividers that keep pfps as close as possible
|
||||||
|
to 60 (which seems to be ideal):
|
||||||
|
- for < 150 rfps div will be 2, so pfps will be between 45 and ~75
|
||||||
|
=> exactly every second renderframe we also run a packetframe
|
||||||
|
- for < 210 rfps div will be 3, so pfps will be between 50 and ~70
|
||||||
|
=> exactly every third renderframe we also run a packetframe
|
||||||
|
- etc, the higher the rfps, the closer the pfps-range will be to 60
|
||||||
|
(and you probably get the very best results by running at a
|
||||||
|
render framerate that's a multiple of 60) */
|
||||||
|
// TODO: what happens if we can't reach rfps? probably a suboptimal pfps?
|
||||||
|
float div = round(rfps/60);
|
||||||
|
pfps = rfps/div;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Calculate timings.
|
// Calculate timings.
|
||||||
packetdelta += usec;
|
packetdelta += usec;
|
||||||
renderdelta += usec;
|
renderdelta += usec;
|
||||||
|
|
Loading…
Reference in a new issue