Implement unlocked framerates via interpolation (#315)

* Disable waitForTick and waitBlanking

* Initial frame interpolation implementation

* Initial batch of speed fixes

* Fix Iron Boots

* Strip dead code once used for debugging

* Interpolate shadows

* Revert overzealous/redundant lookups

* Fix JUTFader

* Fix field map cursor

* Fix various particle effects

* Fix Midna when riding Wolf Link

* Fix title logo

* Title Logo 2: Electric Boogaloo

* Fixed grass and flowers

* "Unlock Framerate" config option (WIP)

* Wrap more things in TARGET_PC

* Finish wrapping things in TARGET_PC

* Missed one

* Disable dComIfGd_drawXluListInvisible when interpolating

---------

Co-authored-by: Luke Street <luke@street.dev>
This commit is contained in:
Irastris
2026-04-11 03:06:25 -04:00
committed by GitHub
parent 8c07d8bb8e
commit fb9178cac9
33 changed files with 1039 additions and 147 deletions
+8 -1
View File
@@ -4833,7 +4833,14 @@ inline void dComIfGd_drawXluListDark() {
inline void dComIfGd_drawXluListInvisible() {
ZoneScoped;
g_dComIfG_gameInfo.drawlist.drawXluListInvisible();
#ifdef TARGET_PC
// FIXME: Water rendering hack for frame interpolation
if (!dusk::getSettings().game.enableFrameInterpolation) {
#endif
g_dComIfG_gameInfo.drawlist.drawXluListInvisible();
#ifdef TARGET_PC
}
#endif
}
inline void dComIfGd_drawOpaListInvisible() {