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https://github.com/TwilitRealm/dusklight
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feat: FPS Limiter (#1446)
* Add interpolation frame rate cap * wip: reworked framelimiter Based on my testing this is a bit more stable in frametimes. * wip: efficiency improvement + windows build fix Significantly improve efficiency by using a hybrid approach. * wip: UI changes * wip: end frame AFTER limiting * wip: remove unused include * wip: minor ui code change Makes it easier to remove/add presets * Simplify Limiter UI - Change enableFrameInterpolation to an enum with off/capped/unlimited values - Simplify the UI to use 2 settings (unlock framerate + a max value entry) * wip: slight limiter simplification * wip: implement review suggestions * wip: fix syntax error * wip: revert enum order + replace old checks * Fix compile error --------- Co-authored-by: SailorSnoW <sailorsnow@pm.me> Co-authored-by: Loïs <49660929+SailorSnoW@users.noreply.github.com> Co-authored-by: SuperDude88 <82904174+SuperDude88@users.noreply.github.com> Co-authored-by: Luke Street <luke@street.dev>
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@@ -3165,7 +3165,7 @@ void daHorse_c::setReinPosNormalSubstance() {
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#if TARGET_PC
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void daHorse_c::lerpControlPoints(f32 alpha) {
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// FRAME INTERP NOTE: Currently only lerping points for Epona's reins. Need a more global solution.
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if (!dusk::getSettings().game.enableFrameInterpolation || !s_horseReinSimPrevValid || !s_horseReinSimCurrValid) {
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if (!dusk::frame_interp::is_enabled() || !s_horseReinSimPrevValid || !s_horseReinSimCurrValid) {
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return;
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}
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const int nCurr = s_horseReinSimNumCurr;
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