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Remove 0.95 factor for packet framerate
It could make things stutter, especially if cl_maxfps was deliberately set to a fraction of the display refreshrate (as it'd target a few frames less). The 0.95 factor was supposed to ensure that we don't have more packet frames than renderframes (or two packet frames in a row without rendering in between), as that apparently breaks the movement prediction code. We now ensure the same thing my not running a packet frame if no render frame is run at the same time.
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1 changed files with 9 additions and 6 deletions
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@ -562,11 +562,8 @@ Qcommon_Frame(int usec)
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rfps = (int)vid_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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// 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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// Calculate timings.
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@ -581,7 +578,7 @@ Qcommon_Frame(int usec)
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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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// Network 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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@ -607,6 +604,12 @@ Qcommon_Frame(int usec)
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renderframe = false;
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}
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}
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if (!renderframe)
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{
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// we must have at least one render frame between two packet frames
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// => no packet frame without render frame
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packetframe = false;
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}
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}
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else
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{
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