Change: sleep till the next tick in the main loop
Sleep for 1ms (which is always (a lot) more than 1ms) is just randomly guessing and hoping you hit your deadline, give or take. But given we can calculate when our next frame is happening, we can just sleep for that exact amount. As these values are often a bit larger, it is also more likely the OS can schedule us back in close to our requested target. This means it is more likely we hit our deadlines, which makes the FPS a lot more stable.
This commit is contained in:
committed by
Patric Stout
parent
ae7a2b9f02
commit
eb9b1ad68d
@@ -311,9 +311,14 @@ void VideoDriver_Dedicated::MainLoop()
|
||||
/* Sleep longer on a dedicated server, if the game is paused and no clients connected.
|
||||
* That can allow the CPU to better use deep sleep states. */
|
||||
if (_pause_mode != 0 && !HasClients()) {
|
||||
CSleep(100);
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(100));
|
||||
} else {
|
||||
CSleep(1);
|
||||
/* See how much time there is till we have to process the next event, and try to hit that as close as possible. */
|
||||
auto now = std::chrono::steady_clock::now();
|
||||
|
||||
if (next_game_tick > now) {
|
||||
std::this_thread::sleep_for(next_game_tick - now);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user