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
+23 -3
View File
@@ -28,6 +28,7 @@
#include "d/d_s_logo.h"
#include "d/d_s_menu.h"
#include "d/d_s_play.h"
#include "dusk/time.h"
#include "f_ap/f_ap_game.h"
#include "f_op/f_op_msg.h"
#include "m_Do/m_Do_MemCard.h"
@@ -279,8 +280,9 @@ void main01(void) {
const auto pacing = dusk::game_clock::advance_main_loop();
if (pacing.is_interpolating) {
if (pacing.sim_ticks_to_run > 0) {
dusk::frame_interp::begin_frame(true, true, 0.0f);
dusk::frame_interp::begin_frame(dusk::getSettings().game.enableFrameInterpolation, true, 0.0f);
dusk::frame_interp::set_ui_tick_pending(true);
for (int sim_tick = 0; sim_tick < pacing.sim_ticks_to_run; ++sim_tick) {
dusk::frame_interp::begin_sim_tick();
mDoCPd_c::read();
@@ -291,7 +293,7 @@ void main01(void) {
}
}
dusk::frame_interp::begin_frame(true, false,
dusk::frame_interp::begin_frame(dusk::getSettings().game.enableFrameInterpolation, false,
dusk::game_clock::sample_interpolation_step());
dusk::frame_interp::interpolate();
dusk::frame_interp::begin_presentation_camera();
@@ -301,7 +303,7 @@ void main01(void) {
dusk::frame_interp::end_presentation_camera();
dusk::frame_interp::set_ui_tick_pending(false);
} else {
dusk::frame_interp::begin_frame(false, true, 0.0f);
dusk::frame_interp::begin_frame(dusk::FrameInterpMode::Off, true, 0.0f);
dusk::frame_interp::set_ui_tick_pending(true);
// Game Inputs
@@ -315,8 +317,26 @@ void main01(void) {
mDoAud_Execute();
}
static Limiter main_loop_limiter;
static double last_fps_setting = 0.0;
static Limiter::duration_t target_ns = 0;
if (dusk::getSettings().game.enableFrameInterpolation.getValue() == dusk::FrameInterpMode::Capped && !dusk::getTransientSettings().skipFrameRateLimit) {
double current_fps = dusk::getSettings().video.maxFrameRate.getValue();
if (current_fps != last_fps_setting) {
last_fps_setting = current_fps;
target_ns = static_cast<Limiter::duration_t>(1'000'000'000.0 / current_fps);
}
Limiter::duration_t sleepTime = main_loop_limiter.Sleep(target_ns);
dusk::frameUsagePct = 100.0f * (1.0f - static_cast<float>(sleepTime) / static_cast<float>(target_ns));
} else {
main_loop_limiter.Reset();
}
aurora_end_frame();
FrameMark;
#ifdef DUSK_DISCORD