diff --git a/core/bind/core_bind.cpp b/core/bind/core_bind.cpp
index 6ab3445b1cf..53b704edba6 100644
--- a/core/bind/core_bind.cpp
+++ b/core/bind/core_bind.cpp
@@ -596,6 +596,14 @@ bool _OS::is_vsync_via_compositor_enabled() const {
return OS::get_singleton()->is_vsync_via_compositor_enabled();
}
+void _OS::set_delta_smoothing(bool p_enabled) {
+ OS::get_singleton()->set_delta_smoothing(p_enabled);
+}
+
+bool _OS::is_delta_smoothing_enabled() const {
+ return OS::get_singleton()->is_delta_smoothing_enabled();
+}
+
_OS::PowerState _OS::get_power_state() {
return _OS::PowerState(OS::get_singleton()->get_power_state());
}
@@ -1369,6 +1377,9 @@ void _OS::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_vsync_via_compositor", "enable"), &_OS::set_vsync_via_compositor);
ClassDB::bind_method(D_METHOD("is_vsync_via_compositor_enabled"), &_OS::is_vsync_via_compositor_enabled);
+ ClassDB::bind_method(D_METHOD("set_delta_smoothing", "delta_smoothing_enabled"), &_OS::set_delta_smoothing);
+ ClassDB::bind_method(D_METHOD("is_delta_smoothing_enabled"), &_OS::is_delta_smoothing_enabled);
+
ClassDB::bind_method(D_METHOD("has_feature", "tag_name"), &_OS::has_feature);
ClassDB::bind_method(D_METHOD("get_power_state"), &_OS::get_power_state);
@@ -1391,6 +1402,7 @@ void _OS::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "exit_code"), "set_exit_code", "get_exit_code");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "vsync_enabled"), "set_use_vsync", "is_vsync_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "vsync_via_compositor"), "set_vsync_via_compositor", "is_vsync_via_compositor_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "delta_smoothing"), "set_delta_smoothing", "is_delta_smoothing_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "low_processor_usage_mode"), "set_low_processor_usage_mode", "is_in_low_processor_usage_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "low_processor_usage_mode_sleep_usec"), "set_low_processor_usage_mode_sleep_usec", "get_low_processor_usage_mode_sleep_usec");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_screen_on"), "set_keep_screen_on", "is_keep_screen_on");
diff --git a/core/bind/core_bind.h b/core/bind/core_bind.h
index fd6ef7a4088..78ff9f8e94d 100644
--- a/core/bind/core_bind.h
+++ b/core/bind/core_bind.h
@@ -374,6 +374,9 @@ public:
void set_vsync_via_compositor(bool p_enable);
bool is_vsync_via_compositor_enabled() const;
+ void set_delta_smoothing(bool p_enabled);
+ bool is_delta_smoothing_enabled() const;
+
PowerState get_power_state();
int get_power_seconds_left();
int get_power_percent_left();
diff --git a/core/os/os.cpp b/core/os/os.cpp
index 423396778a9..8032b78edf3 100644
--- a/core/os/os.cpp
+++ b/core/os/os.cpp
@@ -587,6 +587,14 @@ bool OS::is_vsync_via_compositor_enabled() const {
return _vsync_via_compositor;
}
+void OS::set_delta_smoothing(bool p_enabled) {
+ _delta_smoothing_enabled = p_enabled;
+}
+
+bool OS::is_delta_smoothing_enabled() const {
+ return _delta_smoothing_enabled;
+}
+
OS::PowerState OS::get_power_state() {
return POWERSTATE_UNKNOWN;
}
@@ -798,6 +806,7 @@ OS::OS() {
_no_window = false;
_exit_code = 0;
_orientation = SCREEN_LANDSCAPE;
+ _delta_smoothing_enabled = false;
_render_thread_mode = RENDER_THREAD_SAFE;
diff --git a/core/os/os.h b/core/os/os.h
index 45a24ed5f0e..b144fbc6eae 100644
--- a/core/os/os.h
+++ b/core/os/os.h
@@ -62,6 +62,7 @@ class OS {
bool _allow_layered;
bool _use_vsync;
bool _vsync_via_compositor;
+ bool _delta_smoothing_enabled;
char *last_error;
@@ -548,6 +549,9 @@ public:
void set_vsync_via_compositor(bool p_enable);
bool is_vsync_via_compositor_enabled() const;
+ void set_delta_smoothing(bool p_enabled);
+ bool is_delta_smoothing_enabled() const;
+
virtual OS::PowerState get_power_state();
virtual int get_power_seconds_left();
virtual int get_power_percent_left();
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index 7e5fe622635..5ce0440aa94 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -1104,6 +1104,9 @@
The current screen index (starting from 0).
+
+ If [code]true[/code], the engine filters the time delta measured between each frame, and attempts to compensate for random variation. This will only operate on systems where V-Sync is active.
+
The exit code passed to the OS when the main loop exits. By convention, an exit code of [code]0[/code] indicates success whereas a non-zero exit code indicates an error. For portability reasons, the exit code should be set between 0 and 125 (inclusive).
[b]Note:[/b] This value will be ignored if using [method SceneTree.quit] with an [code]exit_code[/code] argument passed.
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 133c2c19d9a..9315e3b79e3 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -244,6 +244,11 @@
Icon set in [code].ico[/code] format used on Windows to set the game's icon. This is done automatically on start by calling [method OS.set_native_icon].
+
+ Time samples for frame deltas are subject to random variation introduced by the platform, even when frames are displayed at regular intervals thanks to V-Sync. This can lead to jitter. Delta smoothing can often give a better result by filtering the input deltas to correct for minor fluctuations from the refresh rate.
+ [b]Note:[/b] Delta smoothing is only attempted when [member display/window/vsync/use_vsync] is switched on, as it does not work well without V-Sync.
+ It may take several seconds at a stable frame rate before the smoothing is initially activated. It will only be active on machines where performance is adequate to render frames at the refresh rate.
+
If [code]true[/code], disables printing to standard error. If [code]true[/code], this also hides error and warning messages printed by [method @GDScript.push_error] and [method @GDScript.push_warning]. See also [member application/run/disable_stdout].
Changes to this setting will only be applied upon restarting the application.
diff --git a/main/main.cpp b/main/main.cpp
index fe129678a59..6e66570fcd2 100644
--- a/main/main.cpp
+++ b/main/main.cpp
@@ -270,6 +270,8 @@ void Main::print_help(const char *p_binary) {
OS::get_singleton()->print(" --no-window Run with invisible window. Useful together with --script.\n");
OS::get_singleton()->print(" --enable-vsync-via-compositor When vsync is enabled, vsync via the OS' window compositor (Windows only).\n");
OS::get_singleton()->print(" --disable-vsync-via-compositor Disable vsync via the OS' window compositor (Windows only).\n");
+ OS::get_singleton()->print(" --enable-delta-smoothing When vsync is enabled, enabled frame delta smoothing.\n");
+ OS::get_singleton()->print(" --disable-delta-smoothing Disable frame delta smoothing.\n");
OS::get_singleton()->print(" --tablet-driver Tablet input driver (");
for (int i = 0; i < OS::get_singleton()->get_tablet_driver_count(); i++) {
if (i != 0) {
@@ -420,6 +422,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
bool use_custom_res = true;
bool force_res = false;
bool saw_vsync_via_compositor_override = false;
+ bool delta_smoothing_override = false;
#ifdef TOOLS_ENABLED
bool found_project = false;
#endif
@@ -640,6 +643,12 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
} else if (I->get() == "--disable-vsync-via-compositor") {
video_mode.vsync_via_compositor = false;
saw_vsync_via_compositor_override = true;
+ } else if (I->get() == "--enable-delta-smoothing") {
+ OS::get_singleton()->set_delta_smoothing(true);
+ delta_smoothing_override = true;
+ } else if (I->get() == "--disable-delta-smoothing") {
+ OS::get_singleton()->set_delta_smoothing(false);
+ delta_smoothing_override = true;
#endif
} else if (I->get() == "--profiling") { // enable profiling
@@ -1195,6 +1204,11 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
OS::get_singleton()->set_low_processor_usage_mode_sleep_usec(GLOBAL_DEF("application/run/low_processor_mode_sleep_usec", 6900)); // Roughly 144 FPS
ProjectSettings::get_singleton()->set_custom_property_info("application/run/low_processor_mode_sleep_usec", PropertyInfo(Variant::INT, "application/run/low_processor_mode_sleep_usec", PROPERTY_HINT_RANGE, "0,33200,1,or_greater")); // No negative numbers
+ GLOBAL_DEF("application/run/delta_smoothing", true);
+ if (!delta_smoothing_override) {
+ OS::get_singleton()->set_delta_smoothing(GLOBAL_GET("application/run/delta_smoothing"));
+ }
+
GLOBAL_DEF("display/window/ios/hide_home_indicator", true);
GLOBAL_DEF("input_devices/pointing/ios/touch_delay", 0.150);
diff --git a/main/main_timer_sync.cpp b/main/main_timer_sync.cpp
index f3490f6aa64..9f37667774f 100644
--- a/main/main_timer_sync.cpp
+++ b/main/main_timer_sync.cpp
@@ -30,6 +30,9 @@
#include "main_timer_sync.h"
+#include "core/math/math_funcs.h"
+#include "core/os/os.h"
+
void MainFrameTime::clamp_idle(float min_idle_step, float max_idle_step) {
if (idle_step < min_idle_step) {
idle_step = min_idle_step;
@@ -40,6 +43,244 @@ void MainFrameTime::clamp_idle(float min_idle_step, float max_idle_step) {
/////////////////////////////////
+void MainTimerSync::DeltaSmoother::update_refresh_rate_estimator(int p_delta) {
+ // the calling code should prevent 0 or negative values of delta
+ // (preventing divide by zero)
+
+ // note that if the estimate gets locked, and something external changes this
+ // (e.g. user changes to non-vsync in the OS), then the results may be less than ideal,
+ // but usually it will detect this via the FPS measurement and not attempt smoothing.
+ // This should be a rare occurrence anyway, and will be cured next time user restarts game.
+ if (_estimate_locked) {
+ return;
+ }
+
+ // First average the delta over NUM_READINGS
+ _estimator_total_delta += p_delta;
+ _estimator_delta_readings++;
+
+ const int NUM_READINGS = 60;
+
+ if (_estimator_delta_readings < NUM_READINGS) {
+ return;
+ }
+
+ // use average
+ p_delta = _estimator_total_delta / NUM_READINGS;
+
+ // reset the averager for next time
+ _estimator_delta_readings = 0;
+ _estimator_total_delta = 0;
+
+ ///////////////////////////////
+
+ int fps = Math::round(1000000.0 / p_delta);
+
+ // initial estimation, to speed up converging, special case we will estimate the refresh rate
+ // from the first average FPS reading
+ if (_estimated_fps == 0) {
+ // below 50 might be chugging loading stuff, or else
+ // dropping loads of frames, so the estimate will be inaccurate
+ if (fps >= 50) {
+ _estimated_fps = fps;
+#ifdef GODOT_DEBUG_DELTA_SMOOTHER
+ print_line("initial guess (average measured) refresh rate: " + itos(fps));
+#endif
+ } else {
+ // can't get started until above 50
+ return;
+ }
+ }
+
+ // we hit our exact estimated refresh rate.
+ // increase our confidence in the estimate.
+ if (fps == _estimated_fps) {
+ // note that each hit is an average of NUM_READINGS frames
+ _hits_at_estimated++;
+
+ if (_estimate_complete && _hits_at_estimated == 20) {
+ _estimate_locked = true;
+#ifdef GODOT_DEBUG_DELTA_SMOOTHER
+ print_line("estimate LOCKED at " + itos(_estimated_fps) + " fps");
+#endif
+ return;
+ }
+
+ // if we are getting pretty confident in this estimate, decide it is complete
+ // (it can still be increased later, and possibly lowered but only for a short time)
+ if ((!_estimate_complete) && (_hits_at_estimated > 2)) {
+ // when the estimate is complete we turn on smoothing
+ if (_estimated_fps) {
+ _estimate_complete = true;
+ _vsync_delta = 1000000 / _estimated_fps;
+
+#ifdef GODOT_DEBUG_DELTA_SMOOTHER
+ print_line("estimate complete. vsync_delta " + itos(_vsync_delta) + ", fps " + itos(_estimated_fps));
+#endif
+ }
+ }
+
+#ifdef GODOT_DEBUG_DELTA_SMOOTHER
+ if ((_hits_at_estimated % (400 / NUM_READINGS)) == 0) {
+ String sz = "hits at estimated : " + itos(_hits_at_estimated) + ", above : " + itos(_hits_above_estimated) + "( " + itos(_hits_one_above_estimated) + " ), below : " + itos(_hits_below_estimated) + " (" + itos(_hits_one_below_estimated) + " )";
+
+ print_line(sz);
+ }
+#endif
+
+ return;
+ }
+
+ const int SIGNIFICANCE_UP = 1;
+ const int SIGNIFICANCE_DOWN = 2;
+
+ // we are not usually interested in slowing the estimate
+ // but we may have overshot, so make it possible to reduce
+ if (fps < _estimated_fps) {
+ // micro changes
+ if (fps == (_estimated_fps - 1)) {
+ _hits_one_below_estimated++;
+
+ if ((_hits_one_below_estimated > _hits_at_estimated) && (_hits_one_below_estimated > SIGNIFICANCE_DOWN)) {
+ _estimated_fps--;
+ made_new_estimate();
+ }
+
+ return;
+ } else {
+ _hits_below_estimated++;
+
+ // don't allow large lowering if we are established at a refresh rate, as it will probably be dropped frames
+ bool established = _estimate_complete && (_hits_at_estimated > 10);
+
+ // macro changes
+ // note there is a large barrier to macro lowering. That is because it is more likely to be dropped frames
+ // than mis-estimation of the refresh rate.
+ if (!established) {
+ if (((_hits_below_estimated / 8) > _hits_at_estimated) && (_hits_below_estimated > SIGNIFICANCE_DOWN)) {
+ // decrease the estimate
+ _estimated_fps--;
+ made_new_estimate();
+ }
+ }
+
+ return;
+ }
+ }
+
+ // Changes increasing the estimate.
+ // micro changes
+ if (fps == (_estimated_fps + 1)) {
+ _hits_one_above_estimated++;
+
+ if ((_hits_one_above_estimated > _hits_at_estimated) && (_hits_one_above_estimated > SIGNIFICANCE_UP)) {
+ _estimated_fps++;
+ made_new_estimate();
+ }
+ return;
+ } else {
+ _hits_above_estimated++;
+
+ // macro changes
+ if ((_hits_above_estimated > _hits_at_estimated) && (_hits_above_estimated > SIGNIFICANCE_UP)) {
+ // increase the estimate
+ int change = fps - _estimated_fps;
+ change /= 2;
+ change = MAX(1, change);
+
+ _estimated_fps += change;
+ made_new_estimate();
+ }
+ return;
+ }
+}
+
+bool MainTimerSync::DeltaSmoother::fps_allows_smoothing(int p_delta) {
+ _measurement_time += p_delta;
+ _measurement_frame_count++;
+
+ if (_measurement_frame_count == _measurement_end_frame) {
+ // only switch on or off if the estimate is complete
+ if (_estimate_complete) {
+ int64_t time_passed = _measurement_time - _measurement_start_time;
+
+ // average delta
+ time_passed /= MEASURE_FPS_OVER_NUM_FRAMES;
+
+ // estimate fps
+ if (time_passed) {
+ float fps = 1000000.0f / time_passed;
+ float ratio = fps / (float)_estimated_fps;
+
+ //print_line("ratio : " + String(Variant(ratio)));
+
+ if ((ratio > 0.95) && (ratio < 1.05)) {
+ _measurement_allows_smoothing = true;
+ } else {
+ _measurement_allows_smoothing = false;
+ }
+ }
+ } // estimate complete
+
+ // new start time for next iteration
+ _measurement_start_time = _measurement_time;
+ _measurement_end_frame += MEASURE_FPS_OVER_NUM_FRAMES;
+ }
+
+ return _measurement_allows_smoothing;
+}
+
+int MainTimerSync::DeltaSmoother::smooth_delta(int p_delta) {
+ // Conditions to disable smoothing.
+ // Note that vsync is a request, it cannot be relied on, the OS may override this.
+ // If the OS turns vsync on without vsync in the app, smoothing will not be enabled.
+ // If the OS turns vsync off with sync enabled in the app, the smoothing must detect this
+ // via the error metric and switch off.
+ if (!OS::get_singleton()->is_delta_smoothing_enabled() || !OS::get_singleton()->is_vsync_enabled() || Engine::get_singleton()->is_editor_hint()) {
+ return p_delta;
+ }
+
+ // keep a running guesstimate of the FPS, and turn off smoothing if
+ // conditions not close to the estimated FPS
+ if (!fps_allows_smoothing(p_delta)) {
+ return p_delta;
+ }
+
+ // we can't cope with negative deltas .. OS bug on some hardware
+ // and also very small deltas caused by vsync being off.
+ // This could possibly be part of a hiccup, this value isn't fixed in stone...
+ if (p_delta < 1000) {
+ return p_delta;
+ }
+
+ // note still some vsync off will still get through to this point...
+ // and we need to cope with it by not converging the estimator / and / or not smoothing
+ update_refresh_rate_estimator(p_delta);
+
+ // no smoothing until we know what the refresh rate is
+ if (!_estimate_complete) {
+ return p_delta;
+ }
+
+ // accumulate the time we have available to use
+ _leftover_time += p_delta;
+
+ // how many vsyncs units can we fit?
+ int units = _leftover_time / _vsync_delta;
+
+ // a delta must include minimum 1 vsync
+ // (if it is less than that, it is either random error or we are no longer running at the vsync rate,
+ // in which case we should switch off delta smoothing, or re-estimate the refresh rate)
+ units = MAX(units, 1);
+
+ _leftover_time -= units * _vsync_delta;
+ // print_line("units " + itos(units) + ", leftover " + itos(_leftover_time/1000) + " ms");
+
+ return units * _vsync_delta;
+}
+
+/////////////////////////////////////
+
// returns the fraction of p_frame_slice required for the timer to overshoot
// before advance_core considers changing the physics_steps return from
// the typical values as defined by typical_physics_steps
@@ -195,6 +436,8 @@ float MainTimerSync::get_cpu_idle_step() {
uint64_t cpu_ticks_elapsed = current_cpu_ticks_usec - last_cpu_ticks_usec;
last_cpu_ticks_usec = current_cpu_ticks_usec;
+ cpu_ticks_elapsed = _delta_smoother.smooth_delta(cpu_ticks_elapsed);
+
return cpu_ticks_elapsed / 1000000.0;
}
diff --git a/main/main_timer_sync.h b/main/main_timer_sync.h
index d6ef01129f2..3ae4e08cf19 100644
--- a/main/main_timer_sync.h
+++ b/main/main_timer_sync.h
@@ -33,6 +33,9 @@
#include "core/engine.h"
+// define these to get more debugging logs for the delta smoothing
+//#define GODOT_DEBUG_DELTA_SMOOTHER
+
struct MainFrameTime {
float idle_step; // time to advance idles for (argument to process())
int physics_steps; // number of times to iterate the physics engine
@@ -42,6 +45,66 @@ struct MainFrameTime {
};
class MainTimerSync {
+ class DeltaSmoother {
+ public:
+ // pass the recorded delta, returns a smoothed delta
+ int smooth_delta(int p_delta);
+
+ private:
+ void update_refresh_rate_estimator(int p_delta);
+ bool fps_allows_smoothing(int p_delta);
+
+ // estimated vsync delta (monitor refresh rate)
+ int64_t _vsync_delta = 16666;
+
+ // keep track of accumulated time so we know how many vsyncs to advance by
+ int64_t _leftover_time = 0;
+
+ // keep a rough measurement of the FPS as we run.
+ // If this drifts a long way below or above the refresh rate, the machine
+ // is struggling to keep up, and we can switch off smoothing. This
+ // also deals with the case that the user has overridden the vsync in the GPU settings,
+ // in which case we don't want to try smoothing.
+ static const int MEASURE_FPS_OVER_NUM_FRAMES = 64;
+
+ int64_t _measurement_time = 0;
+ int64_t _measurement_frame_count = 0;
+ int64_t _measurement_end_frame = MEASURE_FPS_OVER_NUM_FRAMES;
+ int64_t _measurement_start_time = 0;
+ bool _measurement_allows_smoothing = true;
+
+ // we can estimate the fps by growing it on condition
+ // that a large proportion of frames are higher than the current estimate.
+ int _estimated_fps = 0;
+ int _hits_at_estimated = 0;
+ int _hits_above_estimated = 0;
+ int _hits_below_estimated = 0;
+ int _hits_one_above_estimated = 0;
+ int _hits_one_below_estimated = 0;
+ bool _estimate_complete = false;
+ bool _estimate_locked = false;
+
+ // data for averaging the delta over a second or so
+ // to prevent spurious values
+ int _estimator_total_delta = 0;
+ int _estimator_delta_readings = 0;
+
+ void made_new_estimate() {
+ _hits_above_estimated = 0;
+ _hits_at_estimated = 0;
+ _hits_below_estimated = 0;
+ _hits_one_above_estimated = 0;
+ _hits_one_below_estimated = 0;
+
+ _estimate_complete = false;
+
+#ifdef GODOT_DEBUG_DELTA_SMOOTHER
+ print_line("estimated fps " + itos(_estimated_fps));
+#endif
+ }
+
+ } _delta_smoother;
+
// wall clock time measured on the main thread
uint64_t last_cpu_ticks_usec;
uint64_t current_cpu_ticks_usec;