diff options
author | Patric Stout <truebrain@openttd.org> | 2021-02-17 15:31:09 +0100 |
---|---|---|
committer | Patric Stout <github@truebrain.nl> | 2021-02-19 10:43:15 +0100 |
commit | fa170b9ace1a2f45833627676b0106ee13914bd4 (patch) | |
tree | de0471ae9fcbd98799a1626e178758d7edbd01e7 | |
parent | eb9b1ad68d84ddbebb3d9e50f3ec8d3ad195c75c (diff) | |
download | openttd-fa170b9ace1a2f45833627676b0106ee13914bd4.tar.xz |
Feature: configurable refresh-rate and change default to 60fps
Most modern games run on 60 fps, and for good reason. This gives
a much smoother experiences.
As some people have monitors that can do 144Hz or even 240Hz, allow
people to configure the refresh rate. Of course, the higher you
set the value, the more time the game spends on drawing pixels
instead of simulating the game, which has an effect on simulation
speed.
The simulation will still always run at 33.33 fps, and is not
influences by this setting.
-rw-r--r-- | src/framerate_gui.cpp | 4 | ||||
-rw-r--r-- | src/settings_type.h | 1 | ||||
-rw-r--r-- | src/table/settings.ini | 10 | ||||
-rw-r--r-- | src/video/allegro_v.cpp | 10 | ||||
-rw-r--r-- | src/video/cocoa/cocoa_v.mm | 10 | ||||
-rw-r--r-- | src/video/dedicated_v.cpp | 6 | ||||
-rw-r--r-- | src/video/sdl2_v.cpp | 4 | ||||
-rw-r--r-- | src/video/sdl_v.cpp | 10 | ||||
-rw-r--r-- | src/video/video_driver.hpp | 12 | ||||
-rw-r--r-- | src/video/win32_v.cpp | 10 |
10 files changed, 50 insertions, 27 deletions
diff --git a/src/framerate_gui.cpp b/src/framerate_gui.cpp index 0afb533f6..26a40c451 100644 --- a/src/framerate_gui.cpp +++ b/src/framerate_gui.cpp @@ -189,7 +189,7 @@ namespace { PerformanceData(1), // PFE_ACC_GL_AIRCRAFT PerformanceData(1), // PFE_GL_LANDSCAPE PerformanceData(1), // PFE_GL_LINKGRAPH - PerformanceData(GL_RATE), // PFE_DRAWING + PerformanceData(1000.0 / 30), // PFE_DRAWING PerformanceData(1), // PFE_ACC_DRAWWORLD PerformanceData(60.0), // PFE_VIDEO PerformanceData(1000.0 * 8192 / 44100), // PFE_SOUND @@ -468,7 +468,7 @@ struct FramerateWindow : Window { this->speed_gameloop.SetRate(gl_rate / _pf_data[PFE_GAMELOOP].expected_rate, 1.0); if (this->small) return; // in small mode, this is everything needed - this->rate_drawing.SetRate(_pf_data[PFE_DRAWING].GetRate(), _pf_data[PFE_DRAWING].expected_rate); + this->rate_drawing.SetRate(_pf_data[PFE_DRAWING].GetRate(), _settings_client.gui.refresh_rate); int new_active = 0; for (PerformanceElement e = PFE_FIRST; e < PFE_MAX; e++) { diff --git a/src/settings_type.h b/src/settings_type.h index 3c325a0cc..11298cfa7 100644 --- a/src/settings_type.h +++ b/src/settings_type.h @@ -147,6 +147,7 @@ struct GUISettings { byte starting_colour; ///< default color scheme for the company to start a new game with bool show_newgrf_name; ///< Show the name of the NewGRF in the build vehicle window bool auto_remove_signals; ///< automatically remove signals when in the way during rail construction + uint16 refresh_rate; ///< How often we refresh the screen (time between draw-ticks). uint16 console_backlog_timeout; ///< the minimum amount of time items should be in the console backlog before they will be removed in ~3 seconds granularity. uint16 console_backlog_length; ///< the minimum amount of items in the console backlog before items will be removed. diff --git a/src/table/settings.ini b/src/table/settings.ini index dbec69eb3..5907c09a7 100644 --- a/src/table/settings.ini +++ b/src/table/settings.ini @@ -3354,6 +3354,16 @@ def = 100 min = 10 max = 65500 +[SDTC_VAR] +var = gui.refresh_rate +type = SLE_UINT16 +flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC +def = 60 +min = 10 +max = 1000 +cat = SC_EXPERT +startup = true + [SDTC_BOOL] var = sound.news_ticker flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC diff --git a/src/video/allegro_v.cpp b/src/video/allegro_v.cpp index 800cce40c..29db2f1da 100644 --- a/src/video/allegro_v.cpp +++ b/src/video/allegro_v.cpp @@ -485,20 +485,20 @@ void VideoDriver_Allegro::MainLoop() if (cur_ticks >= next_game_tick || (_fast_forward && !_pause_mode)) { if (_fast_forward && !_pause_mode) { - next_game_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK); + next_game_tick = cur_ticks + this->GetGameInterval(); } else { - next_game_tick += std::chrono::milliseconds(MILLISECONDS_PER_TICK); + next_game_tick += this->GetGameInterval(); /* Avoid next_game_tick getting behind more and more if it cannot keep up. */ - if (next_game_tick < cur_ticks - std::chrono::milliseconds(ALLOWED_DRIFT * MILLISECONDS_PER_TICK)) next_game_tick = cur_ticks; + if (next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) next_game_tick = cur_ticks; } GameLoop(); } if (cur_ticks >= next_draw_tick) { - next_draw_tick += std::chrono::milliseconds(MILLISECONDS_PER_TICK); + next_draw_tick += this->GetDrawInterval(); /* Avoid next_draw_tick getting behind more and more if it cannot keep up. */ - if (next_draw_tick < cur_ticks - std::chrono::microseconds(ALLOWED_DRIFT * MILLISECONDS_PER_TICK)) next_draw_tick = cur_ticks; + if (next_draw_tick < cur_ticks - ALLOWED_DRIFT * this->GetDrawInterval()) next_draw_tick = cur_ticks; bool old_ctrl_pressed = _ctrl_pressed; diff --git a/src/video/cocoa/cocoa_v.mm b/src/video/cocoa/cocoa_v.mm index 7c8981f61..31bad36dc 100644 --- a/src/video/cocoa/cocoa_v.mm +++ b/src/video/cocoa/cocoa_v.mm @@ -675,20 +675,20 @@ void VideoDriver_Cocoa::GameLoop() if (cur_ticks >= next_game_tick || (_fast_forward && !_pause_mode)) { if (_fast_forward && !_pause_mode) { - next_game_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK); + next_game_tick = cur_ticks + this->GetGameInterval(); } else { - next_game_tick += std::chrono::milliseconds(MILLISECONDS_PER_TICK); + next_game_tick += this->GetGameInterval(); /* Avoid next_game_tick getting behind more and more if it cannot keep up. */ - if (next_game_tick < cur_ticks - std::chrono::milliseconds(ALLOWED_DRIFT * MILLISECONDS_PER_TICK)) next_game_tick = cur_ticks; + if (next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) next_game_tick = cur_ticks; } ::GameLoop(); } if (cur_ticks >= next_draw_tick) { - next_draw_tick += std::chrono::milliseconds(MILLISECONDS_PER_TICK); + next_draw_tick += this->GetDrawInterval(); /* Avoid next_draw_tick getting behind more and more if it cannot keep up. */ - if (next_draw_tick < cur_ticks - std::chrono::microseconds(ALLOWED_DRIFT * MILLISECONDS_PER_TICK)) next_draw_tick = cur_ticks; + if (next_draw_tick < cur_ticks - ALLOWED_DRIFT * this->GetDrawInterval()) next_draw_tick = cur_ticks; bool old_ctrl_pressed = _ctrl_pressed; diff --git a/src/video/dedicated_v.cpp b/src/video/dedicated_v.cpp index 845b0bf8c..53351458a 100644 --- a/src/video/dedicated_v.cpp +++ b/src/video/dedicated_v.cpp @@ -294,11 +294,11 @@ void VideoDriver_Dedicated::MainLoop() if (cur_ticks >= next_game_tick || _ddc_fastforward) { if (_ddc_fastforward) { - next_game_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK); + next_game_tick = cur_ticks + this->GetGameInterval(); } else { - next_game_tick += std::chrono::milliseconds(MILLISECONDS_PER_TICK); + next_game_tick += this->GetGameInterval(); /* Avoid next_game_tick getting behind more and more if it cannot keep up. */ - if (next_game_tick < cur_ticks - std::chrono::milliseconds(ALLOWED_DRIFT * MILLISECONDS_PER_TICK)) next_game_tick = cur_ticks; + if (next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) next_game_tick = cur_ticks; } GameLoop(); diff --git a/src/video/sdl2_v.cpp b/src/video/sdl2_v.cpp index 7c04b8743..4170a953c 100644 --- a/src/video/sdl2_v.cpp +++ b/src/video/sdl2_v.cpp @@ -793,9 +793,9 @@ void VideoDriver_SDL::LoopOnce() } if (cur_ticks >= next_draw_tick) { - next_draw_tick += std::chrono::milliseconds(MILLISECONDS_PER_TICK); + next_draw_tick += this->GetDrawInterval(); /* Avoid next_draw_tick getting behind more and more if it cannot keep up. */ - if (next_draw_tick < cur_ticks - std::chrono::microseconds(ALLOWED_DRIFT * MILLISECONDS_PER_TICK)) next_draw_tick = cur_ticks; + if (next_draw_tick < cur_ticks - ALLOWED_DRIFT * this->GetDrawInterval()) next_draw_tick = cur_ticks; bool old_ctrl_pressed = _ctrl_pressed; diff --git a/src/video/sdl_v.cpp b/src/video/sdl_v.cpp index 9f28b641c..0a603f979 100644 --- a/src/video/sdl_v.cpp +++ b/src/video/sdl_v.cpp @@ -731,11 +731,11 @@ void VideoDriver_SDL::MainLoop() if (cur_ticks >= next_game_tick || (_fast_forward && !_pause_mode)) { if (_fast_forward && !_pause_mode) { - next_game_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK); + next_game_tick = cur_ticks + this->GetGameInterval(); } else { - next_game_tick += std::chrono::milliseconds(MILLISECONDS_PER_TICK); + next_game_tick += this->GetGameInterval(); /* Avoid next_game_tick getting behind more and more if it cannot keep up. */ - if (next_game_tick < cur_ticks - std::chrono::milliseconds(ALLOWED_DRIFT * MILLISECONDS_PER_TICK)) next_game_tick = cur_ticks; + if (next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) next_game_tick = cur_ticks; } /* The gameloop is the part that can run asynchronously. The rest @@ -746,9 +746,9 @@ void VideoDriver_SDL::MainLoop() } if (cur_ticks >= next_draw_tick) { - next_draw_tick += std::chrono::milliseconds(MILLISECONDS_PER_TICK); + next_draw_tick += this->GetDrawInterval(); /* Avoid next_draw_tick getting behind more and more if it cannot keep up. */ - if (next_draw_tick < cur_ticks - std::chrono::microseconds(ALLOWED_DRIFT * MILLISECONDS_PER_TICK)) next_draw_tick = cur_ticks; + if (next_draw_tick < cur_ticks - ALLOWED_DRIFT * this->GetDrawInterval()) next_draw_tick = cur_ticks; bool old_ctrl_pressed = _ctrl_pressed; diff --git a/src/video/video_driver.hpp b/src/video/video_driver.hpp index 94803db22..732050c76 100644 --- a/src/video/video_driver.hpp +++ b/src/video/video_driver.hpp @@ -13,7 +13,9 @@ #include "../driver.h" #include "../core/geometry_type.hpp" #include "../core/math_func.hpp" +#include "../settings_type.h" #include "../zoom_type.h" +#include <chrono> #include <vector> extern std::string _ini_videodriver; @@ -153,6 +155,16 @@ protected: _cur_resolution.height = ClampU(res.height * 3 / 4, DEFAULT_WINDOW_HEIGHT, UINT16_MAX / 2); } } + + std::chrono::steady_clock::duration GetGameInterval() + { + return std::chrono::milliseconds(MILLISECONDS_PER_TICK); + } + + std::chrono::steady_clock::duration GetDrawInterval() + { + return std::chrono::microseconds(1000000 / _settings_client.gui.refresh_rate); + } }; #endif /* VIDEO_VIDEO_DRIVER_HPP */ diff --git a/src/video/win32_v.cpp b/src/video/win32_v.cpp index 42fcf3f4b..a15071178 100644 --- a/src/video/win32_v.cpp +++ b/src/video/win32_v.cpp @@ -1208,11 +1208,11 @@ void VideoDriver_Win32::MainLoop() if (cur_ticks >= next_game_tick || (_fast_forward && !_pause_mode)) { if (_fast_forward && !_pause_mode) { - next_game_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK); + next_game_tick = cur_ticks + this->GetGameInterval(); } else { - next_game_tick += std::chrono::milliseconds(MILLISECONDS_PER_TICK); + next_game_tick += this->GetGameInterval(); /* Avoid next_game_tick getting behind more and more if it cannot keep up. */ - if (next_game_tick < cur_ticks - std::chrono::milliseconds(ALLOWED_DRIFT * MILLISECONDS_PER_TICK)) next_game_tick = cur_ticks; + if (next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) next_game_tick = cur_ticks; } /* Flush GDI buffer to ensure we don't conflict with the drawing thread. */ @@ -1226,9 +1226,9 @@ void VideoDriver_Win32::MainLoop() } if (cur_ticks >= next_draw_tick) { - next_draw_tick += std::chrono::milliseconds(MILLISECONDS_PER_TICK); + next_draw_tick += this->GetDrawInterval(); /* Avoid next_draw_tick getting behind more and more if it cannot keep up. */ - if (next_draw_tick < cur_ticks - std::chrono::microseconds(ALLOWED_DRIFT * MILLISECONDS_PER_TICK)) next_draw_tick = cur_ticks; + if (next_draw_tick < cur_ticks - ALLOWED_DRIFT * this->GetDrawInterval()) next_draw_tick = cur_ticks; bool old_ctrl_pressed = _ctrl_pressed; |