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Better handle spikes and significant changes
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285516b111
commit
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@ -1,7 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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@ -22,8 +21,8 @@ namespace osu.Game.Graphics.UserInterface
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{
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public class FPSCounter : VisibilityContainer, IHasCustomTooltip
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{
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private RollingCounter<double> msCounter = null!;
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private RollingCounter<double> fpsCounter = null!;
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private RollingCounter<double> counterUpdateFrameTime = null!;
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private RollingCounter<double> counterDrawFPS = null!;
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private Container mainContent = null!;
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@ -68,14 +67,14 @@ namespace osu.Game.Graphics.UserInterface
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},
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}
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},
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msCounter = new FrameTimeCounter
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counterUpdateFrameTime = new FrameTimeCounter
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Margin = new MarginPadding(1),
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Y = -2,
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},
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fpsCounter = new FramesPerSecondCounter
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counterDrawFPS = new FramesPerSecondCounter
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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@ -156,30 +155,47 @@ namespace osu.Game.Graphics.UserInterface
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{
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base.Update();
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// TODO: this is wrong (elapsed clock time, not actual run time).
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double newFrameTime = gameHost.UpdateThread.Clock.ElapsedFrameTime;
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double newFps = gameHost.DrawThread.Clock.FramesPerSecond;
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double aimDrawFPS = gameHost.DrawThread.Clock.MaximumUpdateHz;
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double aimUpdateFPS = gameHost.UpdateThread.Clock.MaximumUpdateHz;
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bool hasSignificantChanges =
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Math.Abs(msCounter.Current.Value - newFrameTime) > 5 ||
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Math.Abs(fpsCounter.Current.Value - newFps) > 10;
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if (!gameHost.UpdateThread.Clock.Throttling)
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{
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aimUpdateFPS = aimDrawFPS = gameHost.InputThread.Clock.MaximumUpdateHz;
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}
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// TODO: this is wrong (elapsed clock time, not actual run time).
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double newUpdateFrameTime = gameHost.UpdateThread.Clock.ElapsedFrameTime;
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// use elapsed frame time rather then FramesPerSecond to better catch stutter frames.
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double newDrawFps = 1000 / gameHost.DrawThread.Clock.ElapsedFrameTime;
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const double spike_time_ms = 20;
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bool hasUpdateSpike = counterUpdateFrameTime.Current.Value < spike_time_ms && newUpdateFrameTime > spike_time_ms;
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bool hasDrawSpike = counterDrawFPS.Current.Value > (1000 / spike_time_ms) && newDrawFps <= (1000 / spike_time_ms);
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// If the frame time spikes up, make sure it shows immediately on the counter.
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if (hasUpdateSpike)
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counterUpdateFrameTime.SetCountWithoutRolling(newUpdateFrameTime);
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else
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counterUpdateFrameTime.Current.Value = newUpdateFrameTime;
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if (hasDrawSpike)
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counterDrawFPS.SetCountWithoutRolling(newDrawFps);
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else
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counterDrawFPS.Current.Value = newDrawFps;
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counterDrawFPS.Colour = getColour(counterDrawFPS.DisplayedCount / aimDrawFPS);
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double displayedUpdateFPS = 1000 / counterUpdateFrameTime.DisplayedCount;
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counterUpdateFrameTime.Colour = getColour(displayedUpdateFPS / aimUpdateFPS);
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bool hasSignificantChanges = hasDrawSpike
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|| hasUpdateSpike
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|| counterDrawFPS.DisplayedCount < aimDrawFPS * 0.8
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|| displayedUpdateFPS < aimUpdateFPS * 0.8;
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if (hasSignificantChanges)
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displayTemporarily();
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// If the frame time spikes up, make sure it shows immediately on the counter.
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if (msCounter.Current.Value < 20 && newFrameTime > 20)
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msCounter.SetCountWithoutRolling(newFrameTime);
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else
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msCounter.Current.Value = newFrameTime;
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fpsCounter.Current.Value = newFps;
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fpsCounter.Colour = getColour(fpsCounter.DisplayedCount / gameHost.DrawThread.Clock.MaximumUpdateHz);
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double equivalentHz = 1000 / msCounter.DisplayedCount;
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msCounter.Colour = getColour(equivalentHz / gameHost.UpdateThread.Clock.MaximumUpdateHz);
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}
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private ColourInfo getColour(double performanceRatio)
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@ -196,7 +212,7 @@ namespace osu.Game.Graphics.UserInterface
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public class FramesPerSecondCounter : RollingCounter<double>
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{
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protected override double RollingDuration => 400;
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protected override double RollingDuration => 1000;
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protected override OsuSpriteText CreateSpriteText()
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{
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