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