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> 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(Ship::Context::GetInstance()->GetWindow()->GetCurrentRefreshRate(), + CVarGetInteger("gInterpolationFPS", 60)); } - return std::min(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 - 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::PaddedEnhancementCheckbox("Match Refresh Rate", "gMatchRefreshRate", true, false); + UIWidgets::Tooltip("Matches interpolation value to the refresh rate of your display."); - UIWidgets::Tooltip("Matches interpolation value to the current game's window refresh rate"); + 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::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()) {