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Rework drawtime and related timekeeping code to use microseconds
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7 changed files with 101 additions and 85 deletions
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@ -104,16 +104,16 @@ void GameUI::update(const RunStats &stats, Client *client, MapDrawControl *draw_
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// Minimal debug text must only contain info that can't give a gameplay advantage
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if (m_flags.show_minimal_debug) {
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static float drawtime_avg = 0;
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drawtime_avg = drawtime_avg * 0.95 + stats.drawtime * 0.05;
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u16 fps = 1.0 / stats.dtime_jitter.avg;
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const u16 fps = 1.0 / stats.dtime_jitter.avg;
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m_drawtime_avg *= 0.95f;
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m_drawtime_avg += 0.05f * (stats.drawtime / 1000);
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std::ostringstream os(std::ios_base::binary);
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os << std::fixed
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<< PROJECT_NAME_C " " << g_version_hash
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<< " | FPS: " << fps
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<< std::setprecision(0)
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<< " | drawtime: " << drawtime_avg << "ms"
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<< " | drawtime: " << m_drawtime_avg << "ms"
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<< std::setprecision(1)
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<< " | dtime jitter: "
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<< (stats.dtime_jitter.max_fraction * 100.0) << "%"
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