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https://github.com/yquake2/yquake2remaster.git
synced 2024-11-22 20:51:31 +00:00
Some more fixes to the timing calculations.
If the vsync is enabled missuse it to slow the client down, e.g. calculate the target framerate, add an security margin of 20% and let the vsync handle the rest. This hopefully solves some problems with frametime spikes. This is an idea by @DanielGibson. If the vsync is disabled use a simple 1s / fps calculation.
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1 changed files with 33 additions and 102 deletions
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@ -417,16 +417,6 @@ Qcommon_Frame(int usec)
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about 1000 microseconds. */
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qboolean renderframe = true;
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// Average time needed to process a render frame.
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static int avgrenderframetime;
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static int renderframetimes[60];
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static qboolean last_was_renderframe;
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// Average time needed to process a packet frame.
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static int avgpacketframetime;
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static int packetframetimes[60];
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static qboolean last_was_packetframe;
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/* Tells the client to shutdown.
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Used by the signal handlers. */
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@ -543,104 +533,47 @@ Qcommon_Frame(int usec)
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pfps = (cl_maxfps->value > (rfps * 0.95)) ? floor(rfps * 0.95) : cl_maxfps->value;
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/* Calculate average time spend to process a render
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frame. This is highly depended on the GPU and the
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scenes complexity. Take the last 60 render frames
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into account and add a security margin of 1%.
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Note: We don't take only pure render frames, but
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all render frames into account because on the
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popular 60hz displays at least all render frames
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are also packet frames if the vsync is enabled. */
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if (last_was_renderframe)
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{
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int measuredframes = 0;
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static int renderframenum;
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avgrenderframetime = 0;
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renderframetimes[renderframenum] = usec;
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for (int i = 0; i < 60; i++)
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{
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if (renderframetimes[i] != 0)
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{
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avgrenderframetime += renderframetimes[i];
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measuredframes++;
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}
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}
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avgrenderframetime /= measuredframes;
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avgrenderframetime += (avgrenderframetime * 0.01f);
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renderframenum++;
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if (renderframenum > 59)
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{
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renderframenum = 0;
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}
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last_was_renderframe = false;
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}
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/* Calculate the average time spend to process a packet
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frame. Packet frames are mostly dependend on the CPU
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speed and the network delay. Take the last 60 packet
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frames into account and add a security margin of 1%.
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Note: Like with the render frames we take all packet
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frames into account and not only pure packet frames.
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The reasons are the same, on popular 60hz displays
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most packet frames are also render frames.
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*/
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if (last_was_packetframe)
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{
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int measuredframes = 0;
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static int packetframenum;
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avgpacketframetime = 0;
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packetframetimes[packetframenum] = usec;
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for (int i = 0; i < 60; i++)
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{
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if (packetframetimes[i] != 0)
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{
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avgpacketframetime += packetframetimes[i];
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measuredframes++;
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}
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}
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avgpacketframetime /= measuredframes;
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avgpacketframetime += (avgpacketframetime * 0.01f);
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packetframenum++;
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if (packetframenum > 59)
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{
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packetframenum = 0;
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}
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last_was_packetframe = false;
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}
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// Calculate timings.
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packetdelta += usec;
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renderdelta += usec;
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clienttimedelta += usec;
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servertimedelta += usec;
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if (!cl_timedemo->value) {
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if (cl_async->value) {
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// Network frames.
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if (packetdelta < ((1000000.0f + avgpacketframetime) / pfps)) {
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if (!cl_timedemo->value)
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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 < ((1000000.0f + avgrenderframetime) / rfps)) {
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if (renderdelta < (0.8 * (1000000.0f / rfps)))
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{
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renderframe = false;
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}
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} else {
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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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{
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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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// Cap frames at target framerate.
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if (renderdelta < (1000000.0f / rfps)) {
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renderframe = false;
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@ -711,12 +644,10 @@ Qcommon_Frame(int usec)
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// Reset deltas and mark frame.
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if (packetframe) {
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packetdelta = 0;
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last_was_packetframe = true;
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}
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if (renderframe) {
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renderdelta = 0;
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last_was_renderframe = true;
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}
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}
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#else
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