Merge pull request #52314 from lawnjelly/four_delta_smooth

Add frame delta smoothing option (4.x)
This commit is contained in:
Rémi Verschelde 2023-05-17 11:25:03 +02:00
commit 411b6a95a0
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GPG Key ID: C3336907360768E1
9 changed files with 385 additions and 0 deletions

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@ -224,6 +224,14 @@ int OS::get_low_processor_usage_mode_sleep_usec() const {
return ::OS::get_singleton()->get_low_processor_usage_mode_sleep_usec();
}
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();
}
void OS::alert(const String &p_alert, const String &p_title) {
::OS::get_singleton()->alert(p_alert, p_title);
}
@ -556,6 +564,9 @@ void OS::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_low_processor_usage_mode_sleep_usec", "usec"), &OS::set_low_processor_usage_mode_sleep_usec);
ClassDB::bind_method(D_METHOD("get_low_processor_usage_mode_sleep_usec"), &OS::get_low_processor_usage_mode_sleep_usec);
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("get_processor_count"), &OS::get_processor_count);
ClassDB::bind_method(D_METHOD("get_processor_name"), &OS::get_processor_name);
@ -631,6 +642,7 @@ void OS::_bind_methods() {
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, "delta_smoothing"), "set_delta_smoothing", "is_delta_smoothing_enabled");
// Those default values need to be specified for the docs generator,
// to avoid using values from the documentation writer's own OS instance.

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@ -141,6 +141,9 @@ public:
void set_low_processor_usage_mode_sleep_usec(int p_usec);
int get_low_processor_usage_mode_sleep_usec() const;
void set_delta_smoothing(bool p_enabled);
bool is_delta_smoothing_enabled() const;
void alert(const String &p_alert, const String &p_title = "ALERT!");
void crash(const String &p_message);

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@ -151,6 +151,14 @@ int OS::get_low_processor_usage_mode_sleep_usec() const {
return low_processor_usage_mode_sleep_usec;
}
void OS::set_delta_smoothing(bool p_enabled) {
_delta_smoothing_enabled = p_enabled;
}
bool OS::is_delta_smoothing_enabled() const {
return _delta_smoothing_enabled;
}
String OS::get_executable_path() const {
return _execpath;
}

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@ -52,6 +52,7 @@ class OS {
bool _keep_screen_on = true; // set default value to true, because this had been true before godot 2.0.
bool low_processor_usage_mode = false;
int low_processor_usage_mode_sleep_usec = 10000;
bool _delta_smoothing_enabled = false;
bool _verbose_stdout = false;
bool _debug_stdout = false;
String _local_clipboard;
@ -154,6 +155,9 @@ public:
virtual void set_low_processor_usage_mode_sleep_usec(int p_usec);
virtual int get_low_processor_usage_mode_sleep_usec() const;
void set_delta_smoothing(bool p_enabled);
bool is_delta_smoothing_enabled() const;
virtual Vector<String> get_system_fonts() const { return Vector<String>(); };
virtual String get_system_font_path(const String &p_font_name, int p_weight = 400, int p_stretch = 100, bool p_italic = false) const { return String(); };
virtual Vector<String> get_system_font_path_for_text(const String &p_font_name, const String &p_text, const String &p_locale = String(), const String &p_script = String(), int p_weight = 400, int p_stretch = 100, bool p_italic = false) const { return Vector<String>(); };

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@ -670,6 +670,9 @@
</method>
</methods>
<members>
<member name="delta_smoothing" type="bool" setter="set_delta_smoothing" getter="is_delta_smoothing_enabled" default="true">
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.
</member>
<member name="low_processor_usage_mode" type="bool" setter="set_low_processor_usage_mode" getter="is_in_low_processor_usage_mode" default="false">
If [code]true[/code], the engine optimizes for low processor usage by only refreshing the screen if needed. Can improve battery consumption on mobile.
</member>

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@ -284,6 +284,11 @@
<member name="application/config/windows_native_icon" type="String" setter="" getter="" default="&quot;&quot;">
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 DisplayServer.set_native_icon].
</member>
<member name="application/run/delta_smoothing" type="bool" setter="" getter="" default="true">
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/vsync_mode] is set to [code]enabled[/code], 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.
</member>
<member name="application/run/disable_stderr" type="bool" setter="" getter="" default="false">
If [code]true[/code], disables printing to standard error. If [code]true[/code], this also hides error and warning messages printed by [method @GlobalScope.push_error] and [method @GlobalScope.push_warning]. See also [member application/run/disable_stdout].
Changes to this setting will only be applied upon restarting the application.

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@ -470,6 +470,7 @@ void Main::print_help(const char *p_binary) {
OS::get_singleton()->print(" --disable-render-loop Disable render loop so rendering only occurs when called explicitly from script.\n");
OS::get_singleton()->print(" --disable-crash-handler Disable crash handler when supported by the platform code.\n");
OS::get_singleton()->print(" --fixed-fps <fps> Force a fixed number of frames per second. This setting disables real-time synchronization.\n");
OS::get_singleton()->print(" --delta-smoothing <enable> Enable or disable frame delta smoothing ['enable', 'disable'].\n");
OS::get_singleton()->print(" --print-fps Print the frames per second to the stdout.\n");
OS::get_singleton()->print("\n");
@ -794,6 +795,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
Vector<String> breakpoints;
bool use_custom_res = true;
bool force_res = false;
bool delta_smoothing_override = false;
String default_renderer = "";
String default_renderer_mobile = "";
@ -1003,6 +1005,29 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
OS::get_singleton()->print("Missing tablet driver argument, aborting.\n");
goto error;
}
} else if (I->get() == "--delta-smoothing") {
if (I->next()) {
String string = I->next()->get();
bool recognised = false;
if (string == "enable") {
OS::get_singleton()->set_delta_smoothing(true);
delta_smoothing_override = true;
recognised = true;
}
if (string == "disable") {
OS::get_singleton()->set_delta_smoothing(false);
delta_smoothing_override = false;
recognised = true;
}
if (!recognised) {
OS::get_singleton()->print("Delta-smoothing argument not recognised, aborting.\n");
goto error;
}
N = I->next()->next();
} else {
OS::get_singleton()->print("Missing delta-smoothing argument, aborting.\n");
goto error;
}
} else if (I->get() == "--single-window") { // force single window
single_window = true;
@ -1930,6 +1955,11 @@ 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(PropertyInfo(Variant::INT, "application/run/low_processor_mode_sleep_usec", PROPERTY_HINT_RANGE, "0,33200,1,or_greater"), 6900)); // Roughly 144 FPS
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/allow_high_refresh_rate", true);
GLOBAL_DEF("display/window/ios/hide_home_indicator", true);
GLOBAL_DEF("display/window/ios/hide_status_bar", true);

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@ -30,6 +30,9 @@
#include "main_timer_sync.h"
#include "core/os/os.h"
#include "servers/display_server.h"
void MainFrameTime::clamp_process_step(double min_process_step, double max_process_step) {
if (process_step < min_process_step) {
process_step = min_process_step;
@ -40,6 +43,258 @@ void MainFrameTime::clamp_process_step(double min_process_step, double max_proce
/////////////////////////////////
void MainTimerSync::DeltaSmoother::update_refresh_rate_estimator(int64_t 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(int64_t 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) {
double fps = 1000000.0 / time_passed;
double ratio = fps / (double)_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;
}
int64_t MainTimerSync::DeltaSmoother::smooth_delta(int64_t 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.
// Also only try smoothing if vsync is enabled (classical vsync, not new types) ..
// This condition is currently checked before calling smooth_delta().
if (!OS::get_singleton()->is_delta_smoothing_enabled() || Engine::get_singleton()->is_editor_hint()) {
return p_delta;
}
// only attempt smoothing if vsync is selected
DisplayServer::VSyncMode vsync_mode = DisplayServer::get_singleton()->window_get_vsync_mode(DisplayServer::MAIN_WINDOW_ID);
if (vsync_mode != DisplayServer::VSYNC_ENABLED) {
return p_delta;
}
// Very important, ignore long deltas and pass them back unmodified.
// This is to deal with resuming after suspend for long periods.
if (p_delta > 1000000) {
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?
int64_t 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_physics_step 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
@ -236,6 +491,8 @@ double MainTimerSync::get_cpu_process_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;
}

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@ -33,6 +33,9 @@
#include "core/config/engine.h"
// Uncomment this define to get more debugging logs for the delta smoothing.
// #define GODOT_DEBUG_DELTA_SMOOTHER
struct MainFrameTime {
double process_step; // delta time to advance during 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
int64_t smooth_delta(int64_t p_delta);
private:
void update_refresh_rate_estimator(int64_t p_delta);
bool fps_allows_smoothing(int64_t 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.
int32_t _estimated_fps = 0;
int32_t _hits_at_estimated = 0;
int32_t _hits_above_estimated = 0;
int32_t _hits_below_estimated = 0;
int32_t _hits_one_above_estimated = 0;
int32_t _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
int64_t _estimator_total_delta = 0;
int32_t _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 = 0;
uint64_t current_cpu_ticks_usec = 0;