Change FPS counter behaviour.

Calculate a rolling average of FPS over the last second. This allows the FPS counter to be updated every frame - and in particular means it can display a rough figure immediately rather than needing to wait one second to collect information at the start of a game.
This commit is contained in:
RoosterDragon
2023-11-13 18:12:05 +00:00
committed by Gustas
parent 43f339b91e
commit 58e447d8d0

View File

@@ -9,6 +9,8 @@
*/
#endregion
using System;
using System.Collections.Generic;
using System.Diagnostics;
using OpenRA.Graphics;
using OpenRA.Support;
@@ -28,22 +30,22 @@ namespace OpenRA.Mods.Common.Widgets.Logic
perfText.IsVisible = () => Game.Settings.Debug.PerfText;
var fpsTimer = Stopwatch.StartNew();
var fpsReferenceFrame = Game.RenderFrame;
var fps = 0;
var frameTimings = new List<(int Frame, TimeSpan Time)>(32) { (Game.RenderFrame, TimeSpan.Zero) };
perfText.GetText = () =>
{
var elapsed = fpsTimer.ElapsedMilliseconds;
if (elapsed > 1000)
{
// Round to closest integer
fps = (int)(1000.0f * (Game.RenderFrame - fpsReferenceFrame) / fpsTimer.ElapsedMilliseconds + 0.5f);
fpsTimer.Restart();
fpsReferenceFrame = Game.RenderFrame;
}
// Calculate FPS as a rolling average over the last ~1 second of frames.
frameTimings.Add((Game.RenderFrame, fpsTimer.Elapsed));
var cutoffTime = frameTimings[^1].Time - TimeSpan.FromSeconds(1);
var firstIndexPastCutoff = frameTimings.FindIndex(ft => ft.Time >= cutoffTime);
if (frameTimings.Count - firstIndexPastCutoff >= 2) // Keep at least 2 items for comparing.
frameTimings.RemoveRange(0, firstIndexPastCutoff);
var (oldestFrame, oldestTime) = frameTimings[0];
var (newestFrame, newestTime) = frameTimings[^1];
var fps = (newestFrame - oldestFrame) / (newestTime - oldestTime).TotalSeconds;
var wfbSize = Game.Renderer.WorldFrameBufferSize;
var viewportSize = worldRenderer.Viewport.Rectangle.Size;
return $"FPS: {fps}\nTick {Game.LocalTick} @ {PerfHistory.Items["tick_time"].Average(Game.Settings.Debug.Samples):F1} ms\n" +
return $"FPS: {fps:0}\nTick {Game.LocalTick} @ {PerfHistory.Items["tick_time"].Average(Game.Settings.Debug.Samples):F1} ms\n" +
$"Render {Game.RenderFrame} @ {PerfHistory.Items["render"].Average(Game.Settings.Debug.Samples):F1} ms\n" +
$"Batches: {PerfHistory.Items["batches"].LastValue}\n" +
$"Viewport Size: {viewportSize.Width} x {viewportSize.Height} / {Game.Renderer.WorldDownscaleFactor}\n" +