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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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@@ -142,8 +142,8 @@ uint64_t sim_tick_seq() {
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return g_sim_tick_seq;
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}
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void begin_frame(bool enabled, bool is_sim_frame, float step) {
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g_enabled = enabled;
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void begin_frame(FrameInterpMode mode, bool is_sim_frame, float step) {
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g_enabled = mode != FrameInterpMode::Off;
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g_is_sim_frame = is_sim_frame;
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g_step = std::clamp(step, 0.0f, 1.0f);
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}
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