From 5bef54618a2850e42f7bab45120dab9166468a25 Mon Sep 17 00:00:00 2001 From: ameerj <52414509+ameerj@users.noreply.github.com> Date: Sat, 15 May 2021 20:34:20 -0400 Subject: perf_stats: Rework FPS counter to be more accurate The FPS counter was based on metrics in the nvdisp swapbuffers call. This metric would be accurate if the gpu thread/renderer were synchronous with the nvdisp service, but that's no longer the case. This commit moves the frame counting responsibility onto the concrete renderers after their frame draw calls. Resulting in more meaningful metrics. The displayed FPS is now made up of the average framerate between the previous and most recent update, in order to avoid distracting FPS counter updates when framerate is oscillating between close values. The status bar update frequency was also changed from 2 seconds to 500ms. --- src/core/hle/service/nvdrv/devices/nvdisp_disp0.cpp | 1 - 1 file changed, 1 deletion(-) (limited to 'src/core/hle/service') diff --git a/src/core/hle/service/nvdrv/devices/nvdisp_disp0.cpp b/src/core/hle/service/nvdrv/devices/nvdisp_disp0.cpp index bbef04a29..2cc0da124 100644 --- a/src/core/hle/service/nvdrv/devices/nvdisp_disp0.cpp +++ b/src/core/hle/service/nvdrv/devices/nvdisp_disp0.cpp @@ -52,7 +52,6 @@ void nvdisp_disp0::flip(u32 buffer_handle, u32 offset, u32 format, u32 width, u3 addr, offset, width, height, stride, static_cast(format), transform, crop_rect}; - system.GetPerfStats().EndGameFrame(); system.GetPerfStats().EndSystemFrame(); system.GPU().SwapBuffers(&framebuffer); system.FrameLimiter().DoFrameLimiting(system.CoreTiming().GetGlobalTimeUs()); -- cgit v1.2.3