From 4c4939d18d3a751246ee12f5945248dcf2486960 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Thu, 21 Jul 2022 19:11:16 +0900 Subject: [PATCH] Fix draw FPS being inaccurate due to using `ElapsedFrameTime` Had a feeling this would be the case. Basically, we're calculating on the update thread and checking the last value of draw thread's `ElapsedFrameTime`. In the case that value is spiky, a completely incorrect fps can be displayed. I've left the spike display do use `ElapsedFrameTime`, as `FramesPerSecond` is too averaged to see spikes. --- osu.Game/Graphics/UserInterface/FPSCounter.cs | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-) diff --git a/osu.Game/Graphics/UserInterface/FPSCounter.cs b/osu.Game/Graphics/UserInterface/FPSCounter.cs index 9d5aa525d7..2edfebe203 100644 --- a/osu.Game/Graphics/UserInterface/FPSCounter.cs +++ b/osu.Game/Graphics/UserInterface/FPSCounter.cs @@ -1,7 +1,6 @@ // Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. -using System; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; @@ -165,13 +164,14 @@ namespace osu.Game.Graphics.UserInterface // TODO: this is wrong (elapsed clock time, not actual run time). double newUpdateFrameTime = gameHost.UpdateThread.Clock.ElapsedFrameTime; - // use elapsed frame time rather then FramesPerSecond to better catch stutter frames. - double newDrawFps = 1000 / Math.Max(0.001, gameHost.DrawThread.Clock.ElapsedFrameTime); + double newDrawFrameTime = gameHost.DrawThread.Clock.ElapsedFrameTime; + double newDrawFps = gameHost.DrawThread.Clock.FramesPerSecond; const double spike_time_ms = 20; bool hasUpdateSpike = counterUpdateFrameTime.Current.Value < spike_time_ms && newUpdateFrameTime > spike_time_ms; - bool hasDrawSpike = counterDrawFPS.Current.Value > (1000 / spike_time_ms) && newDrawFps <= (1000 / spike_time_ms); + // use elapsed frame time rather then FramesPerSecond to better catch stutter frames. + bool hasDrawSpike = counterDrawFPS.Current.Value > (1000 / spike_time_ms) && newDrawFrameTime > spike_time_ms; // If the frame time spikes up, make sure it shows immediately on the counter. if (hasUpdateSpike) @@ -180,7 +180,8 @@ namespace osu.Game.Graphics.UserInterface counterUpdateFrameTime.Current.Value = newUpdateFrameTime; if (hasDrawSpike) - counterDrawFPS.SetCountWithoutRolling(newDrawFps); + // show spike time using raw elapsed value, to account for `FramesPerSecond` being so averaged spike frames don't show. + counterDrawFPS.SetCountWithoutRolling(1000 / newDrawFrameTime); else counterDrawFPS.Current.Value = newDrawFps;