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authorSpodi <spodi2290@aol.com>2025-03-28 23:33:09 +0100
committerGitHub <noreply@github.com>2025-03-28 16:33:09 -0600
commit28bda618b8469cf00cfcb1d0a4629a5cdffbd06a (patch)
treec31f89ee49e27fc3260583ecadada74f20c08e13
parent71de55d3bd0cb4a00a562961860ea495f8734f92 (diff)
Unify FPS and V-Sync controls and behavior (#181)
- DirectX's "Match Refresh Rate" is now a checkbox like in OpenGL and Metal. - Clamp max FPS to refresh rate when V-Sync is enabled or can't be disabled, regardless of the FPS sliders setting, to avoid slowdown in Metal / OpenGL and dropping frames in DirectX as much as possible. -FPS slider allows up to 360 FPS in every renderer. - More descriptive V-Sync tooltip Also fixes GetInterpolationFPS() not being used to calculate desired FPS. Co-authored-by: Lywx <kiritodev01@gmail.com>
-rw-r--r--src/port/Engine.cpp14
-rw-r--r--src/port/ui/ImguiUI.cpp46
2 files changed, 21 insertions, 39 deletions
diff --git a/src/port/Engine.cpp b/src/port/Engine.cpp
index eeac4b33..f85e2729 100644
--- a/src/port/Engine.cpp
+++ b/src/port/Engine.cpp
@@ -480,7 +480,7 @@ void GameEngine::ProcessGfxCommands(Gfx* commands) {
wnd->SetRendererUCode(UcodeHandlers::ucode_f3dex);
std::vector<std::unordered_map<Mtx*, MtxF>> mtx_replacements;
- int target_fps = CVarGetInteger("gInterpolationFPS", 60);
+ int target_fps = GameEngine::Instance->GetInterpolationFPS();
static int last_fps;
static int last_update_rate;
static int time;
@@ -526,16 +526,16 @@ void GameEngine::ProcessGfxCommands(Gfx* commands) {
}
uint32_t GameEngine::GetInterpolationFPS() {
- if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::FAST3D_DXGI_DX11) {
- return CVarGetInteger("gInterpolationFPS", 60);
- }
-
if (CVarGetInteger("gMatchRefreshRate", 0)) {
return Ship::Context::GetInstance()->GetWindow()->GetCurrentRefreshRate();
+
+ } else if (CVarGetInteger("gVsyncEnabled", 1) ||
+ !Ship::Context::GetInstance()->GetWindow()->CanDisableVerticalSync()) {
+ return std::min<uint32_t>(Ship::Context::GetInstance()->GetWindow()->GetCurrentRefreshRate(),
+ CVarGetInteger("gInterpolationFPS", 60));
}
- return std::min<uint32_t>(Ship::Context::GetInstance()->GetWindow()->GetCurrentRefreshRate(),
- CVarGetInteger("gInterpolationFPS", 60));
+ return CVarGetInteger("gInterpolationFPS", 60);
}
uint32_t GameEngine::GetInterpolationFrameCount()
diff --git a/src/port/ui/ImguiUI.cpp b/src/port/ui/ImguiUI.cpp
index 1ff1e99b..4e13f3f3 100644
--- a/src/port/ui/ImguiUI.cpp
+++ b/src/port/ui/ImguiUI.cpp
@@ -246,12 +246,7 @@ void DrawSettingsMenu(){
{ // FPS Slider
const int minFps = 30;
- static int maxFps;
- if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::FAST3D_DXGI_DX11) {
- maxFps = 360;
- } else {
- maxFps = Ship::Context::GetInstance()->GetWindow()->GetCurrentRefreshRate();
- }
+ static int maxFps = 360;
int currentFps = 0;
#ifdef __WIIU__
UIWidgets::Spacer(0);
@@ -314,40 +309,26 @@ void DrawSettingsMenu(){
CVarSetInteger("gInterpolationFPS", currentFps);
Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesNextFrame();
#else
- bool matchingRefreshRate =
- CVarGetInteger("gMatchRefreshRate", 0) && Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() != Ship::WindowBackend::FAST3D_DXGI_DX11;
+ bool matchingRefreshRate = CVarGetInteger("gMatchRefreshRate", 0);
UIWidgets::CVarSliderInt((currentFps == 30) ? "FPS: Original (30)" : "FPS: %d", "gInterpolationFPS", minFps, maxFps, 60, {
.disabled = matchingRefreshRate
});
#endif
- if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::FAST3D_DXGI_DX11) {
- UIWidgets::Tooltip(
- "Uses Matrix Interpolation to create extra frames, resulting in smoother graphics. This is purely "
- "visual and does not impact game logic, execution of glitches etc.\n\n"
- "A higher target FPS than your monitor's refresh rate will waste resources, and might give a worse result."
- );
- } else {
- UIWidgets::Tooltip(
- "Uses Matrix Interpolation to create extra frames, resulting in smoother graphics. This is purely "
- "visual and does not impact game logic, execution of glitches etc."
- );
- }
+ UIWidgets::Tooltip(
+ "Uses Matrix Interpolation to create extra frames, resulting in smoother graphics. This is purely "
+ "visual and does not impact game logic, execution of glitches etc.\n\n"
+ "A higher target FPS than your monitor's refresh rate will waste resources, and might give a worse result."
+ );
} // END FPS Slider
+ UIWidgets::PaddedEnhancementCheckbox("Match Refresh Rate", "gMatchRefreshRate", true, false);
+ UIWidgets::Tooltip("Matches interpolation value to the refresh rate of your display.");
+
if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::FAST3D_DXGI_DX11) {
- UIWidgets::Spacer(0);
- if (ImGui::Button("Match Refresh Rate")) {
- int hz = Ship::Context::GetInstance()->GetWindow()->GetCurrentRefreshRate();
- if (hz >= 30 && hz <= 360) {
- CVarSetInteger("gInterpolationFPS", hz);
- Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesNextFrame();
- }
- }
- } else {
- UIWidgets::PaddedEnhancementCheckbox("Match Refresh Rate", "gMatchRefreshRate", true, false);
+ UIWidgets::PaddedEnhancementSliderInt(CVarGetInteger("gExtraLatencyThreshold", 0) == 0 ? "Jitter fix: Off" : "Jitter fix: >= %d FPS",
+ "##ExtraLatencyThreshold", "gExtraLatencyThreshold", 0, 360, "", 0, true, true, false);
+ UIWidgets::Tooltip("When Interpolation FPS setting is at least this threshold, add one frame of input lag (e.g. 16.6 ms for 60 FPS) in order to avoid jitter. This setting allows the CPU to work on one frame while GPU works on the previous frame.\nThis setting should be used when your computer is too slow to do CPU + GPU work in time.");
}
-
- UIWidgets::Tooltip("Matches interpolation value to the current game's window refresh rate");
UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
@@ -388,6 +369,7 @@ void DrawSettingsMenu(){
if (Ship::Context::GetInstance()->GetWindow()->CanDisableVerticalSync()) {
UIWidgets::PaddedEnhancementCheckbox("Enable Vsync", "gVsyncEnabled", true, false);
+ UIWidgets::Tooltip("Removes tearing, but clamps your max FPS to your displays refresh rate.");
}
if (Ship::Context::GetInstance()->GetWindow()->SupportsWindowedFullscreen()) {