Merge pull request #52314 from lawnjelly/four_delta_smooth
Add frame delta smoothing option (4.x)
This commit is contained in:
commit
411b6a95a0
9 changed files with 385 additions and 0 deletions
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@ -470,6 +470,7 @@ void Main::print_help(const char *p_binary) {
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OS::get_singleton()->print(" --disable-render-loop Disable render loop so rendering only occurs when called explicitly from script.\n");
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OS::get_singleton()->print(" --disable-crash-handler Disable crash handler when supported by the platform code.\n");
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OS::get_singleton()->print(" --fixed-fps <fps> Force a fixed number of frames per second. This setting disables real-time synchronization.\n");
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OS::get_singleton()->print(" --delta-smoothing <enable> Enable or disable frame delta smoothing ['enable', 'disable'].\n");
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OS::get_singleton()->print(" --print-fps Print the frames per second to the stdout.\n");
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OS::get_singleton()->print("\n");
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@ -794,6 +795,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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Vector<String> breakpoints;
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bool use_custom_res = true;
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bool force_res = false;
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bool delta_smoothing_override = false;
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String default_renderer = "";
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String default_renderer_mobile = "";
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@ -1003,6 +1005,29 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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OS::get_singleton()->print("Missing tablet driver argument, aborting.\n");
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goto error;
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}
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} else if (I->get() == "--delta-smoothing") {
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if (I->next()) {
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String string = I->next()->get();
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bool recognised = false;
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if (string == "enable") {
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OS::get_singleton()->set_delta_smoothing(true);
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delta_smoothing_override = true;
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recognised = true;
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}
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if (string == "disable") {
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OS::get_singleton()->set_delta_smoothing(false);
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delta_smoothing_override = false;
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recognised = true;
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}
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if (!recognised) {
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OS::get_singleton()->print("Delta-smoothing argument not recognised, aborting.\n");
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goto error;
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}
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N = I->next()->next();
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} else {
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OS::get_singleton()->print("Missing delta-smoothing argument, aborting.\n");
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goto error;
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}
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} else if (I->get() == "--single-window") { // force single window
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single_window = true;
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@ -1930,6 +1955,11 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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OS::get_singleton()->set_low_processor_usage_mode_sleep_usec(
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GLOBAL_DEF(PropertyInfo(Variant::INT, "application/run/low_processor_mode_sleep_usec", PROPERTY_HINT_RANGE, "0,33200,1,or_greater"), 6900)); // Roughly 144 FPS
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GLOBAL_DEF("application/run/delta_smoothing", true);
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if (!delta_smoothing_override) {
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OS::get_singleton()->set_delta_smoothing(GLOBAL_GET("application/run/delta_smoothing"));
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}
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GLOBAL_DEF("display/window/ios/allow_high_refresh_rate", true);
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GLOBAL_DEF("display/window/ios/hide_home_indicator", true);
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GLOBAL_DEF("display/window/ios/hide_status_bar", true);
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@ -30,6 +30,9 @@
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#include "main_timer_sync.h"
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#include "core/os/os.h"
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#include "servers/display_server.h"
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void MainFrameTime::clamp_process_step(double min_process_step, double max_process_step) {
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if (process_step < min_process_step) {
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process_step = min_process_step;
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@ -40,6 +43,258 @@ void MainFrameTime::clamp_process_step(double min_process_step, double max_proce
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/////////////////////////////////
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void MainTimerSync::DeltaSmoother::update_refresh_rate_estimator(int64_t p_delta) {
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// the calling code should prevent 0 or negative values of delta
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// (preventing divide by zero)
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// note that if the estimate gets locked, and something external changes this
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// (e.g. user changes to non-vsync in the OS), then the results may be less than ideal,
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// but usually it will detect this via the FPS measurement and not attempt smoothing.
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// This should be a rare occurrence anyway, and will be cured next time user restarts game.
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if (_estimate_locked) {
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return;
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}
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// First average the delta over NUM_READINGS
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_estimator_total_delta += p_delta;
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_estimator_delta_readings++;
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const int NUM_READINGS = 60;
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if (_estimator_delta_readings < NUM_READINGS) {
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return;
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}
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// use average
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p_delta = _estimator_total_delta / NUM_READINGS;
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// reset the averager for next time
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_estimator_delta_readings = 0;
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_estimator_total_delta = 0;
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///////////////////////////////
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int fps = Math::round(1000000.0 / p_delta);
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// initial estimation, to speed up converging, special case we will estimate the refresh rate
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// from the first average FPS reading
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if (_estimated_fps == 0) {
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// below 50 might be chugging loading stuff, or else
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// dropping loads of frames, so the estimate will be inaccurate
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if (fps >= 50) {
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_estimated_fps = fps;
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#ifdef GODOT_DEBUG_DELTA_SMOOTHER
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print_line("initial guess (average measured) refresh rate: " + itos(fps));
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#endif
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} else {
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// can't get started until above 50
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return;
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}
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}
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// we hit our exact estimated refresh rate.
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// increase our confidence in the estimate.
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if (fps == _estimated_fps) {
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// note that each hit is an average of NUM_READINGS frames
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_hits_at_estimated++;
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if (_estimate_complete && _hits_at_estimated == 20) {
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_estimate_locked = true;
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#ifdef GODOT_DEBUG_DELTA_SMOOTHER
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print_line("estimate LOCKED at " + itos(_estimated_fps) + " fps");
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#endif
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return;
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}
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// if we are getting pretty confident in this estimate, decide it is complete
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// (it can still be increased later, and possibly lowered but only for a short time)
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if ((!_estimate_complete) && (_hits_at_estimated > 2)) {
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// when the estimate is complete we turn on smoothing
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if (_estimated_fps) {
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_estimate_complete = true;
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_vsync_delta = 1000000 / _estimated_fps;
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#ifdef GODOT_DEBUG_DELTA_SMOOTHER
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print_line("estimate complete. vsync_delta " + itos(_vsync_delta) + ", fps " + itos(_estimated_fps));
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#endif
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}
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}
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#ifdef GODOT_DEBUG_DELTA_SMOOTHER
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if ((_hits_at_estimated % (400 / NUM_READINGS)) == 0) {
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String sz = "hits at estimated : " + itos(_hits_at_estimated) + ", above : " + itos(_hits_above_estimated) + "( " + itos(_hits_one_above_estimated) + " ), below : " + itos(_hits_below_estimated) + " (" + itos(_hits_one_below_estimated) + " )";
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print_line(sz);
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}
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#endif
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return;
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}
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const int SIGNIFICANCE_UP = 1;
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const int SIGNIFICANCE_DOWN = 2;
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// we are not usually interested in slowing the estimate
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// but we may have overshot, so make it possible to reduce
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if (fps < _estimated_fps) {
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// micro changes
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if (fps == (_estimated_fps - 1)) {
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_hits_one_below_estimated++;
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if ((_hits_one_below_estimated > _hits_at_estimated) && (_hits_one_below_estimated > SIGNIFICANCE_DOWN)) {
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_estimated_fps--;
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made_new_estimate();
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}
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return;
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} else {
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_hits_below_estimated++;
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// don't allow large lowering if we are established at a refresh rate, as it will probably be dropped frames
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bool established = _estimate_complete && (_hits_at_estimated > 10);
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// macro changes
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// note there is a large barrier to macro lowering. That is because it is more likely to be dropped frames
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// than mis-estimation of the refresh rate.
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if (!established) {
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if (((_hits_below_estimated / 8) > _hits_at_estimated) && (_hits_below_estimated > SIGNIFICANCE_DOWN)) {
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// decrease the estimate
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_estimated_fps--;
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made_new_estimate();
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}
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}
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return;
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}
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}
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// Changes increasing the estimate.
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// micro changes
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if (fps == (_estimated_fps + 1)) {
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_hits_one_above_estimated++;
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if ((_hits_one_above_estimated > _hits_at_estimated) && (_hits_one_above_estimated > SIGNIFICANCE_UP)) {
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_estimated_fps++;
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made_new_estimate();
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}
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return;
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} else {
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_hits_above_estimated++;
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// macro changes
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if ((_hits_above_estimated > _hits_at_estimated) && (_hits_above_estimated > SIGNIFICANCE_UP)) {
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// increase the estimate
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int change = fps - _estimated_fps;
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change /= 2;
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change = MAX(1, change);
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_estimated_fps += change;
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made_new_estimate();
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}
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return;
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}
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}
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bool MainTimerSync::DeltaSmoother::fps_allows_smoothing(int64_t p_delta) {
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_measurement_time += p_delta;
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_measurement_frame_count++;
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if (_measurement_frame_count == _measurement_end_frame) {
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// only switch on or off if the estimate is complete
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if (_estimate_complete) {
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int64_t time_passed = _measurement_time - _measurement_start_time;
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// average delta
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time_passed /= MEASURE_FPS_OVER_NUM_FRAMES;
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// estimate fps
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if (time_passed) {
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double fps = 1000000.0 / time_passed;
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double ratio = fps / (double)_estimated_fps;
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//print_line("ratio : " + String(Variant(ratio)));
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if ((ratio > 0.95) && (ratio < 1.05)) {
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_measurement_allows_smoothing = true;
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} else {
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_measurement_allows_smoothing = false;
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}
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}
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} // estimate complete
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// new start time for next iteration
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_measurement_start_time = _measurement_time;
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_measurement_end_frame += MEASURE_FPS_OVER_NUM_FRAMES;
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}
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return _measurement_allows_smoothing;
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}
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int64_t MainTimerSync::DeltaSmoother::smooth_delta(int64_t p_delta) {
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// Conditions to disable smoothing.
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// Note that vsync is a request, it cannot be relied on, the OS may override this.
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// If the OS turns vsync on without vsync in the app, smoothing will not be enabled.
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// If the OS turns vsync off with sync enabled in the app, the smoothing must detect this
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// via the error metric and switch off.
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// Also only try smoothing if vsync is enabled (classical vsync, not new types) ..
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// This condition is currently checked before calling smooth_delta().
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if (!OS::get_singleton()->is_delta_smoothing_enabled() || Engine::get_singleton()->is_editor_hint()) {
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return p_delta;
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}
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// only attempt smoothing if vsync is selected
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DisplayServer::VSyncMode vsync_mode = DisplayServer::get_singleton()->window_get_vsync_mode(DisplayServer::MAIN_WINDOW_ID);
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if (vsync_mode != DisplayServer::VSYNC_ENABLED) {
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return p_delta;
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}
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// Very important, ignore long deltas and pass them back unmodified.
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// This is to deal with resuming after suspend for long periods.
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if (p_delta > 1000000) {
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return p_delta;
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}
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// keep a running guesstimate of the FPS, and turn off smoothing if
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// conditions not close to the estimated FPS
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if (!fps_allows_smoothing(p_delta)) {
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return p_delta;
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}
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// we can't cope with negative deltas .. OS bug on some hardware
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// and also very small deltas caused by vsync being off.
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// This could possibly be part of a hiccup, this value isn't fixed in stone...
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if (p_delta < 1000) {
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return p_delta;
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}
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// note still some vsync off will still get through to this point...
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// and we need to cope with it by not converging the estimator / and / or not smoothing
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update_refresh_rate_estimator(p_delta);
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// no smoothing until we know what the refresh rate is
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if (!_estimate_complete) {
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return p_delta;
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}
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// accumulate the time we have available to use
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_leftover_time += p_delta;
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// how many vsyncs units can we fit?
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int64_t units = _leftover_time / _vsync_delta;
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// a delta must include minimum 1 vsync
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// (if it is less than that, it is either random error or we are no longer running at the vsync rate,
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// in which case we should switch off delta smoothing, or re-estimate the refresh rate)
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units = MAX(units, 1);
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_leftover_time -= units * _vsync_delta;
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// print_line("units " + itos(units) + ", leftover " + itos(_leftover_time/1000) + " ms");
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return units * _vsync_delta;
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}
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/////////////////////////////////////
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// returns the fraction of p_physics_step required for the timer to overshoot
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// before advance_core considers changing the physics_steps return from
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// the typical values as defined by typical_physics_steps
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@ -236,6 +491,8 @@ double MainTimerSync::get_cpu_process_step() {
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uint64_t cpu_ticks_elapsed = current_cpu_ticks_usec - last_cpu_ticks_usec;
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last_cpu_ticks_usec = current_cpu_ticks_usec;
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cpu_ticks_elapsed = _delta_smoother.smooth_delta(cpu_ticks_elapsed);
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return cpu_ticks_elapsed / 1000000.0;
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}
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@ -33,6 +33,9 @@
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#include "core/config/engine.h"
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// Uncomment this define to get more debugging logs for the delta smoothing.
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// #define GODOT_DEBUG_DELTA_SMOOTHER
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struct MainFrameTime {
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double process_step; // delta time to advance during process()
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int physics_steps; // number of times to iterate the physics engine
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@ -42,6 +45,66 @@ struct MainFrameTime {
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};
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class MainTimerSync {
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class DeltaSmoother {
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public:
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// pass the recorded delta, returns a smoothed delta
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int64_t smooth_delta(int64_t p_delta);
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private:
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void update_refresh_rate_estimator(int64_t p_delta);
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bool fps_allows_smoothing(int64_t p_delta);
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// estimated vsync delta (monitor refresh rate)
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int64_t _vsync_delta = 16666;
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// keep track of accumulated time so we know how many vsyncs to advance by
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int64_t _leftover_time = 0;
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// keep a rough measurement of the FPS as we run.
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// If this drifts a long way below or above the refresh rate, the machine
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// is struggling to keep up, and we can switch off smoothing. This
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// also deals with the case that the user has overridden the vsync in the GPU settings,
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// in which case we don't want to try smoothing.
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static const int MEASURE_FPS_OVER_NUM_FRAMES = 64;
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int64_t _measurement_time = 0;
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int64_t _measurement_frame_count = 0;
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int64_t _measurement_end_frame = MEASURE_FPS_OVER_NUM_FRAMES;
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int64_t _measurement_start_time = 0;
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bool _measurement_allows_smoothing = true;
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// we can estimate the fps by growing it on condition
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// that a large proportion of frames are higher than the current estimate.
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int32_t _estimated_fps = 0;
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int32_t _hits_at_estimated = 0;
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int32_t _hits_above_estimated = 0;
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int32_t _hits_below_estimated = 0;
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int32_t _hits_one_above_estimated = 0;
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int32_t _hits_one_below_estimated = 0;
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bool _estimate_complete = false;
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bool _estimate_locked = false;
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// data for averaging the delta over a second or so
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// to prevent spurious values
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int64_t _estimator_total_delta = 0;
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int32_t _estimator_delta_readings = 0;
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void made_new_estimate() {
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_hits_above_estimated = 0;
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_hits_at_estimated = 0;
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_hits_below_estimated = 0;
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_hits_one_above_estimated = 0;
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_hits_one_below_estimated = 0;
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_estimate_complete = false;
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#ifdef GODOT_DEBUG_DELTA_SMOOTHER
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print_line("estimated fps " + itos(_estimated_fps));
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#endif
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}
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} _delta_smoother;
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// wall clock time measured on the main thread
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uint64_t last_cpu_ticks_usec = 0;
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uint64_t current_cpu_ticks_usec = 0;
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