Uncap FPS, disable VSync, check for mouse input per frame and improve nanoTime precision.

This commit is contained in:
ABU008 2026-03-06 11:26:16 +00:00
parent eccd785110
commit c712b07fc3
5 changed files with 27 additions and 19 deletions

View file

@ -162,28 +162,26 @@ void Input::tick(LocalPlayer *player)
tx = ty = 0.0f;
}
float turnX = tx * abs(tx) * turnSpeed;
float turnY = ty * abs(ty) * turnSpeed;
player->interpolateTurn(tx* abs(tx)* turnSpeed, ty* abs(ty)* turnSpeed);
#ifdef _WINDOWS64
if (iPad == 0 && g_KBMInput.IsMouseGrabbed() && g_KBMInput.IsKBMActive())
{
float mouseSensitivity = ((float)app.GetGameSettings(iPad,eGameSetting_Sensitivity_InGame)) / 100.0f;
float mouseLookScale = 5.0f;
float mx = g_KBMInput.GetLookX(mouseSensitivity * mouseLookScale);
float my = g_KBMInput.GetLookY(mouseSensitivity * mouseLookScale);
if ( app.GetGameSettings(iPad,eGameSetting_ControlInvertLook) )
int dx = g_KBMInput.GetRawDeltaX();
int dy = g_KBMInput.GetRawDeltaY();
g_KBMInput.ConsumeMouseDelta();
if (dx != 0 || dy != 0)
{
my = -my;
float mouseSensitivity = ((float)app.GetGameSettings(iPad, eGameSetting_Sensitivity_InGame)) / 100.0f;
float mouseLookScale = 5.0f;
float mdx = dx * mouseSensitivity * mouseLookScale;
float mdy = -dy * mouseSensitivity * mouseLookScale;
if (app.GetGameSettings(iPad, eGameSetting_ControlInvertLook))
mdy = -mdy;
player->interpolateTurn(mdx, mdy);
}
turnX += mx;
turnY += my;
}
#endif
player->interpolateTurn(turnX, turnY);
//jumping = controller.isButtonPressed(0);

View file

@ -80,6 +80,10 @@ public:
float GetLookX(float sensitivity) const;
float GetLookY(float sensitivity) const;
int GetRawDeltaX() const { return m_mouseDeltaAccumX; }
int GetRawDeltaY() const { return m_mouseDeltaAccumY; }
void ConsumeMouseDelta() { m_mouseDeltaAccumX = 0; m_mouseDeltaAccumY = 0; }
private:
bool m_keyDown[MAX_KEYS];
bool m_keyDownPrev[MAX_KEYS];

View file

@ -116,7 +116,7 @@ void Options::init()
bobView = true;
anaglyph3d = false;
advancedOpengl = false;
framerateLimit = 2;
framerateLimit = 0;
fancyGraphics = true;
ambientOcclusion = true;
renderClouds = true;

View file

@ -17,6 +17,7 @@
#include "..\..\Minecraft.World\Vec3.h"
#include "..\..\Minecraft.World\Level.h"
#include "..\..\Minecraft.World\net.minecraft.world.level.tile.h"
#include "..\MultiplayerLocalPlayer.h"
#include "..\ClientConnection.h"
#include "..\User.h"
@ -265,7 +266,7 @@ HRESULT InitD3D( IDirect3DDevice9 **ppDevice,
pd3dPP->EnableAutoDepthStencil = TRUE;
pd3dPP->AutoDepthStencilFormat = D3DFMT_D24S8;
pd3dPP->SwapEffect = D3DSWAPEFFECT_DISCARD;
pd3dPP->PresentationInterval = D3DPRESENT_INTERVAL_ONE;
pd3dPP->PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
//pd3dPP->Flags = D3DPRESENTFLAG_NO_LETTERBOX;
//ERR[D3D]: Can't set D3DPRESENTFLAG_NO_LETTERBOX when wide-screen is enabled
// in the launcher/dashboard.
@ -760,8 +761,6 @@ void CleanupDevice()
if( g_pd3dDevice ) g_pd3dDevice->Release();
}
int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
_In_opt_ HINSTANCE hPrevInstance,
_In_ LPTSTR lpCmdLine,

View file

@ -52,7 +52,14 @@ void System::arraycopy(arrayWithLength<int> src, unsigned int srcPos, arrayWithL
//The current value of the system timer, in nanoseconds.
__int64 System::nanoTime()
{
return GetTickCount() * 1000000LL;
static LARGE_INTEGER s_frequency = { 0 };
if (s_frequency.QuadPart == 0)
QueryPerformanceFrequency(&s_frequency);
LARGE_INTEGER counter;
QueryPerformanceCounter(&counter);
return (__int64)((double)counter.QuadPart * 1000000000.0 / (double)s_frequency.QuadPart);
}
//Returns the current time in milliseconds. Note that while the unit of time of the return value is a millisecond,