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Author Topic: [Client-side] Delta time  (Read 16923 times)

Phantom Brave

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[Client-side] Delta time
« on: May 15, 2017, 01:39:53 pm »

disable this plugin until I update it to 2.9.0

Note: this will cause microstutter and bad alarm behavior. dll goes in the same folder as the exe, used as an accurate clock.

Framerate cap defaults to 250. Edit code to change.
« Last Edit: April 13, 2018, 12:50:22 am by Phantom Brave »
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Phantom Brave

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Re: [Client-side] Delta time
« Reply #1 on: May 15, 2017, 02:10:41 pm »

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Phantom Brave

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Re: [Client-side] Delta time
« Reply #2 on: May 15, 2017, 02:22:49 pm »

Gamemode fixes, didn't test:
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Phantom Brave

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Re: [Client-side] Delta time
« Reply #3 on: May 15, 2017, 02:34:46 pm »

fix rendering of intel timers
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Phantom Brave

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Re: [Client-side] Delta time
« Reply #4 on: May 15, 2017, 02:39:24 pm »

experimentally attempt to smooth out minor temporal jitter
« Last Edit: May 15, 2017, 02:40:33 pm by Phantom Brave »
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Phantom Brave

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Re: [Client-side] Delta time
« Reply #5 on: May 15, 2017, 02:54:10 pm »

source code to the dll:

Code: [Select]
#include <chrono>
#include <vector>

std::chrono::time_point<std::chrono::high_resolution_clock> start = std::chrono::high_resolution_clock::now();
std::chrono::time_point<std::chrono::high_resolution_clock> end = std::chrono::high_resolution_clock::now();

std::chrono::high_resolution_clock myclock;

#ifdef _WIN32
#define DLLEXPORT extern "C" __declspec(dllexport) __attribute__((visibility("default")))
#else
#define DLLEXPORT extern "C" __attribute__((visibility("default")))
#endif

DLLEXPORT double get_us()
{
    end = myclock.now();
    return std::chrono::duration_cast<std::chrono::microseconds>(end - start).count();
}
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SevereHazard

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Re: [Client-side] Delta time
« Reply #6 on: May 15, 2017, 08:10:15 pm »

whats this

Phantom Brave

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Re: [Client-side] Delta time
« Reply #7 on: May 16, 2017, 06:28:53 pm »

Fix spies getting stuck stabbing forever
Fix slow classes getting stuck on the ground when trying to move rightwards at high framerates
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Re: [Client-side] Delta time
« Reply #8 on: May 16, 2017, 08:14:26 pm »

Fix arena
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INSERT NAME

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Re: [Client-side] Delta time
« Reply #9 on: May 17, 2017, 11:19:09 am »

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[FR]YB

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Re: [Client-side] Delta time
« Reply #10 on: May 17, 2017, 12:30:45 pm »

tl;dr: makes the game calculate things based on time rather than frames.
Reduces desync if you can't run at full fps.

Phantom Brave

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Re: [Client-side] Delta time
« Reply #11 on: May 17, 2017, 02:05:09 pm »

Also makes the game smoother if you have a >60hz monitor
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PrOF

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Re: [Client-side] Delta time
« Reply #12 on: May 17, 2017, 02:22:59 pm »

So IN THEORY if there were no bugs this would be something to replace the current system, although it may break some plugins?
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Re: [Client-side] Delta time
« Reply #13 on: May 17, 2017, 02:28:50 pm »

Also makes the game smoother if you have a >60hz monitor

not me eyy lmao
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Phantom Brave

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Re: [Client-side] Delta time
« Reply #14 on: May 17, 2017, 02:33:28 pm »

So IN THEORY if there were no bugs this would be something to replace the current system, although it may break some plugins?
Yes. The plan is to find all the bugs this causes, fix them, and merge it into vanilla.
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