1 // Engine info panel (#13)
8 float frametimeavg1; // 1 frame ago
9 float frametimeavg2; // 2 frames ago
12 if(!autocvar__hud_configure)
14 if(!autocvar_hud_panel_engineinfo) return;
17 HUD_Panel_UpdateCvars();
25 pos += '1 1 0' * panel_bg_padding;
26 mySize -= '2 2 0' * panel_bg_padding;
29 float currentTime = gettime(GETTIME_REALTIME);
30 if(cvar("hud_panel_engineinfo_framecounter_exponentialmovingaverage"))
32 float currentframetime = currentTime - prevfps_time;
33 frametimeavg = (frametimeavg + frametimeavg1 + frametimeavg2 + currentframetime)/4; // average three frametimes into framecounter for slightly more stable fps readings :P
34 frametimeavg2 = frametimeavg1;
35 frametimeavg1 = frametimeavg;
38 weight = cvar("hud_panel_engineinfo_framecounter_exponentialmovingaverage_new_weight");
39 if(currentframetime > 0.0001) // filter out insane values which sometimes seem to occur and throw off the average? If you are getting 10,000 fps or more, then you don't need a framerate counter.
41 if(fabs(prevfps - (1/frametimeavg)) > prevfps * cvar("hud_panel_engineinfo_framecounter_exponentialmovingaverage_instantupdate_change_threshold")) // if there was a big jump in fps, just force prevfps at current (1/currentframetime) to make big updates instant
42 prevfps = (1/currentframetime);
43 prevfps = (1 - weight) * prevfps + weight * (1/frametimeavg); // framecounter just used so there's no need for a new variable, think of it as "frametime average"
45 prevfps_time = currentTime;
50 if(currentTime - prevfps_time > autocvar_hud_panel_engineinfo_framecounter_time)
52 prevfps = framecounter/(currentTime - prevfps_time);
54 prevfps_time = currentTime;
59 color = HUD_Get_Num_Color (prevfps, 100);
60 drawstring_aspect(pos, sprintf(_("FPS: %.*f"), autocvar_hud_panel_engineinfo_framecounter_decimals, prevfps), mySize, color, panel_fg_alpha, DRAWFLAG_NORMAL);