fix(framegen): the game keeps its own frame rate with frame generation on #2531
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Delete branch "fix/framegen-native-kept"
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The problem. Frame generation made the game slower. From the owner's log (3440x1440, 180 Hz, mailbox, 8x): about 200–240 frames shown a second, nearly all of them late, so the game ran at ~25–30 fps instead of 60.
Why. At 8x, every game frame gets 7 made frames. Each one is a full-size pass on the game's GPU queue plus its own present, but a 180 Hz display can show only 3 frames per game frame at 60 fps. The display thread couldn't get the presents out fast enough (~220 a second), the game's three frame sets stayed busy, and the game waited for them (
framegen_record's wait onbusy).The fix (
gpu/vk/vk_framegen.cpp):A fixed multiplier makes no more frames than the display can show (
fixed_frames: the display's refresh rate divided by the game's frame rate, capped at the chosen multiplier). For example:A log line is written whenever the cap changes.
RX_VK_FRAMEGEN_UNCAPPED=1turns the cap off. DLSS Frame Generation keeps its own multiplier.The display thread never holds the game back. When the game's next frame is already waiting, a made frame is left out; the set's game frame is always shown. The 5-second
frame interpolationlog line counts the frames left out. This doesn't apply with present ahead, where the copies are already submitted.Tests:
tests/test_framegen_auto.pychecksfixed_frames(180/60/144/240 Hz, unknown refresh). The frame generation and present tests pass, andvk_framegen.cppcompiles (clang,-fsyntax-only).Not yet verified in-game: the A/B is still to do (native fps with frame generation off vs 8x, and the flash check). The PC is in use for the owner's 2.2.0 test. This replaces the draft #2332, which capped the multiplier only to keep the game above 30 fps.
🤖 Generated with Claude Code
WIP: fix(framegen): the game keeps its own frame rate with frame generation onto fix(framegen): the game keeps its own frame rate with frame generation onIn-game test on Windows: this fixes the 4x hold on a 144 Hz display. The game settles at 2x and 60 fps with every frame on time. It reaches that state only after about 15-20 s of start-up at 3x and 48 fps, because
fixed_framesmeasures the rate it is itself holding.Setup
main51da0464(base) against51da0464plus this PR's commit9cf12c18, cherry-picked cleanly. Both built release withRX_VK_ONLY=1and the NGX SDK. Onlyhookshot_vk.dllwas swapped.Base (
51da0464), 5 launchesframe interpolationline read0 frames shown on time, 720 late ... <7 ms 540, ..., over 25 180in nearly every 5 s window;ba005ca4) also held at 36 with the same settings.This PR, one launch
4x asked, 3x made: the display's 144 Hz over the game's 48 fps4x asked, 2x made: ... 53 fps4x asked, 3x made: ... 48 fps(back)4x asked, 2x made: ... 60 fps0 made ones left outthroughout, as expected with present ahead.The start-up
fixed_framesusesfg.game_ns, the game's measured frame time. While the display thread holds the game, that time is the held one.fixed_frames(4, 144, 20.8 ms)= (int)(3.0 + 0.2) = 3. So 3x at 48 fps keeps itself going.The user played and judged the feel; the figures come from
hookshot_log.txt. Happy to test a revision on the same setup.Assisted-by: Claude Code
🤖 Generated with Claude Code