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.
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committed by
Patric Stout

parent
eb9b1ad68d
commit
fa170b9ace
@@ -731,11 +731,11 @@ void VideoDriver_SDL::MainLoop()
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if (cur_ticks >= next_game_tick || (_fast_forward && !_pause_mode)) {
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if (_fast_forward && !_pause_mode) {
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next_game_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
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next_game_tick = cur_ticks + this->GetGameInterval();
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} else {
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next_game_tick += std::chrono::milliseconds(MILLISECONDS_PER_TICK);
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next_game_tick += this->GetGameInterval();
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/* Avoid next_game_tick getting behind more and more if it cannot keep up. */
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if (next_game_tick < cur_ticks - std::chrono::milliseconds(ALLOWED_DRIFT * MILLISECONDS_PER_TICK)) next_game_tick = cur_ticks;
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if (next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) next_game_tick = cur_ticks;
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}
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/* The gameloop is the part that can run asynchronously. The rest
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@@ -746,9 +746,9 @@ void VideoDriver_SDL::MainLoop()
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}
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if (cur_ticks >= next_draw_tick) {
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next_draw_tick += std::chrono::milliseconds(MILLISECONDS_PER_TICK);
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next_draw_tick += this->GetDrawInterval();
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/* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
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if (next_draw_tick < cur_ticks - std::chrono::microseconds(ALLOWED_DRIFT * MILLISECONDS_PER_TICK)) next_draw_tick = cur_ticks;
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if (next_draw_tick < cur_ticks - ALLOWED_DRIFT * this->GetDrawInterval()) next_draw_tick = cur_ticks;
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bool old_ctrl_pressed = _ctrl_pressed;
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