Funny shitpost idea to improve smoothness

You maybe wondering? WHY, answer is yes.
This commit is contained in:
NepDisk 2025-08-15 17:33:08 -04:00
parent b593545b68
commit ae14b55006
2 changed files with 13 additions and 0 deletions

View file

@ -788,6 +788,7 @@ static void D_WipeDraw(boolean menu)
static double D_EndFrame(precise_t enterprecise, int *frameskip)
{
I_UpdateTime(cv_timescale.value);
// Fully completed frame made.
precise_t finishprecise = I_GetPreciseTime();
@ -809,6 +810,7 @@ static double D_EndFrame(precise_t enterprecise, int *frameskip)
*frameskip = 0;
}
I_UpdateTime(cv_timescale.value);
if (!singletics)
{
precise_t elapsed = finishprecise - enterprecise;
@ -825,6 +827,7 @@ static double D_EndFrame(precise_t enterprecise, int *frameskip)
}
}
I_UpdateTime(cv_timescale.value);
// Capture the time once more to get the real delta time.
finishprecise = I_GetPreciseTime();
deltasecs = (double)((INT64)(finishprecise - enterprecise)) / I_GetPrecisePrecision();
@ -1019,6 +1022,7 @@ void D_SRB2Loop(void)
#ifdef HW3SOUND
HW3S_BeginFrameUpdate();
#endif
I_UpdateTime(cv_timescale.value);
if (realtics > 0 || singletics)
{
@ -1027,6 +1031,8 @@ void D_SRB2Loop(void)
if (realtics > 8)
realtics = 1;
I_UpdateTime(cv_timescale.value);
// process tics (but maybe not if realtic == 0)
{
ZoneScopedN("TryRunTics");
@ -1064,12 +1070,16 @@ void D_SRB2Loop(void)
renderisnewtic = false;
}
I_UpdateTime(cv_timescale.value);
if (interp)
{
renderdeltatics = FLOAT_TO_FIXED(deltatics);
const boolean lagging = ((deltatics >= 1.0) || hu_stopped);
I_UpdateTime(cv_timescale.value);
if (!(paused || P_AutoPause()) && !lagging)
{
rendertimefrac = g_time.timefrac;
@ -1095,6 +1105,8 @@ void D_SRB2Loop(void)
rendertimefrac_unpaused = FRACUNIT;
}
I_UpdateTime(cv_timescale.value);
if (interp || doDisplay)
{
if (!frameskip)

View file

@ -42,6 +42,7 @@ static double tictimer;
tic_t I_GetTime(void)
{
I_UpdateTime(cv_timescale.value);
return g_time.time;
}