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>
This commit is contained in:
Ash
2026-05-18 04:11:32 +02:00
committed by GitHub
parent 66c5cb1dae
commit 2da6590657
32 changed files with 207 additions and 59 deletions
+3 -1
View File
@@ -4,6 +4,7 @@
#include <chrono>
#include <cmath>
#include <unordered_map>
#include <dusk/frame_interpolation.h>
namespace dusk::game_clock {
@@ -45,7 +46,8 @@ MainLoopPacer advance_main_loop() {
MainLoopPacer out{};
out.presentation_dt_seconds = presentation_dt;
const bool should_interpolate = dusk::getSettings().game.enableFrameInterpolation &&
const bool should_interpolate = dusk::getSettings().game.enableFrameInterpolation.getValue() !=
dusk::FrameInterpMode::Off &&
!dusk::getTransientSettings().skipFrameRateLimit;
out.is_interpolating = should_interpolate;
out.sim_pace = sim_pace();