diff options
| author | Spodi <spodi2290@aol.com> | 2025-04-01 04:38:57 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-03-31 23:38:57 -0300 |
| commit | 035a0c08fa411456b0039ddc439e155f295716bd (patch) | |
| tree | e0aec94e1a75e18e9f924af675a51f03c9041075 /src/port/ui/ImguiUI.cpp | |
| parent | b23ad8adf08efb2e49c71dc63657513152c41029 (diff) | |
Unify FPS and V-Sync controls and behavior + Jitterfix change to Checkbox (#182)
* 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.
* "Jitter Fix" to "Render parallelization" checkbox
Changes the Jitter Fix FPS threshold slider to a simple checkbox named "Render parallelization".
CVar also changed to "gRenderParallelization".
* Fix V-Sync checkbox not representing the default
Diffstat (limited to 'src/port/ui/ImguiUI.cpp')
| -rw-r--r-- | src/port/ui/ImguiUI.cpp | 55 |
1 files changed, 17 insertions, 38 deletions
diff --git a/src/port/ui/ImguiUI.cpp b/src/port/ui/ImguiUI.cpp index 996d2bbb..23a85560 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); @@ -314,45 +309,28 @@ 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 - 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::Tooltip("Matches interpolation value to the current game's window refresh rate"); + 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::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::PaddedEnhancementCheckbox("Render parallelization","gRenderParallelization", true, false); + UIWidgets::Tooltip( + "This setting allows the CPU to work on one frame while GPU works on the previous frame.\n" + "Recommended if you can't reach the FPS you set, despite it being set below your refresh rate " + "or if you notice other performance problems.\n" + "Adds up to one frame of input lag under certain scenarios."); } UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f); @@ -393,7 +371,8 @@ void DrawSettingsMenu(){ } if (Ship::Context::GetInstance()->GetWindow()->CanDisableVerticalSync()) { - UIWidgets::PaddedEnhancementCheckbox("Enable Vsync", "gVsyncEnabled", true, false); + UIWidgets::PaddedEnhancementCheckbox("Enable Vsync", "gVsyncEnabled", true, false, false, "", UIWidgets::CheckboxGraphics::Cross, true); + UIWidgets::Tooltip("Removes tearing, but clamps your max FPS to your displays refresh rate."); } if (Ship::Context::GetInstance()->GetWindow()->SupportsWindowedFullscreen()) { |
