diff options
author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-09-15 18:57:34 +0200 |
---|---|---|
committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-10-09 23:00:09 +0200 |
commit | 66f7c48e39c6479f11c0dd2426c093b0f2910f76 (patch) | |
tree | aeec63f81055de9bcfb37d1a850937ce55662165 /main | |
parent | ca25c6e0a3f25948ee4a197f3442c66f019e7424 (diff) |
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.
Diffstat (limited to 'main')
-rw-r--r-- | main/main.cpp | 8 |
1 files changed, 7 insertions, 1 deletions
diff --git a/main/main.cpp b/main/main.cpp index 08a9b4c310..539a3ad542 100644 --- a/main/main.cpp +++ b/main/main.cpp @@ -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; |