Implement adjusting the maximum number of physics steps per rendered frame

When using high physics FPS (which is a requirement to minimize input
lag and improve precision in simulation racing games), a higher value
prevents the game from slowing down at low rendering FPS.

This can be done via an Engine property for run-time changes,
or a project setting for initial changes.
This commit is contained in:
Hugo Locurcio 2022-09-15 18:57:34 +02:00
parent ca25c6e0a3
commit 66f7c48e39
No known key found for this signature in database
GPG key ID: 39E8F8BE30B0A49C
7 changed files with 43 additions and 3 deletions

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@ -1774,6 +1774,12 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
ProjectSettings::get_singleton()->set_custom_property_info("physics/common/physics_ticks_per_second",
PropertyInfo(Variant::INT, "physics/common/physics_ticks_per_second",
PROPERTY_HINT_RANGE, "1,1000,1"));
Engine::get_singleton()->set_max_physics_steps_per_frame(GLOBAL_DEF("physics/common/max_physics_steps_per_frame", 8));
ProjectSettings::get_singleton()->set_custom_property_info("physics/common/max_physics_steps_per_frame",
PropertyInfo(Variant::INT, "physics/common/max_physics_steps_per_frame",
PROPERTY_HINT_RANGE, "1,100,1"));
Engine::get_singleton()->set_physics_jitter_fix(GLOBAL_DEF("physics/common/physics_jitter_fix", 0.5));
Engine::get_singleton()->set_max_fps(GLOBAL_DEF("application/run/max_fps", 0));
ProjectSettings::get_singleton()->set_custom_property_info("application/run/max_fps",
@ -3076,7 +3082,7 @@ bool Main::iteration() {
last_ticks = ticks;
static const int max_physics_steps = 8;
const int max_physics_steps = Engine::get_singleton()->get_max_physics_steps_per_frame();
if (fixed_fps == -1 && advance.physics_steps > max_physics_steps) {
process_step -= (advance.physics_steps - max_physics_steps) * physics_step;
advance.physics_steps = max_physics_steps;