cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
cvar_t host_maxwait = {0, "host_maxwait","1000", "maximum sleep time requested from the operating system in millisecond. Larger sleeps will be done using multiple host_maxwait length sleeps. Lowering this value will increase CPU load, but may help working around problems with accuracy of sleep times."};
cvar_t cl_minfps = {CVAR_SAVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
-cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "0.2", "how fast the quality adapts to varying framerate"};
+cvar_t cl_minfps_fade = {CVAR_SAVE, "cl_minfps_fade", "1", "how fast the quality adapts to varying framerate"};
cvar_t cl_minfps_qualitymax = {CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
cvar_t cl_minfps_qualitymin = {CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
-cvar_t cl_minfps_qualitypower = {CVAR_SAVE, "cl_minfps_qualitypower", "4", "raises quality value to a power of itself, higher values make quality drop more sharply in relation to framerate"};
-cvar_t cl_minfps_qualityscale = {CVAR_SAVE, "cl_minfps_qualityscale", "0.5", "multiplier for quality"};
+cvar_t cl_minfps_qualitymultiply = {CVAR_SAVE, "cl_minfps_qualitymultiply", "0.2", "multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)"};
+cvar_t cl_minfps_qualityhysteresis = {CVAR_SAVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
+cvar_t cl_minfps_qualitystepmax = {CVAR_SAVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
+cvar_t cl_minfps_force = {0, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "0", "maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
cvar_t cl_maxfps_alwayssleep = {0, "cl_maxfps_alwayssleep","1", "gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0"};
cvar_t cl_maxidlefps = {CVAR_SAVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
Cvar_RegisterVariable (&cl_minfps_fade);
Cvar_RegisterVariable (&cl_minfps_qualitymax);
Cvar_RegisterVariable (&cl_minfps_qualitymin);
- Cvar_RegisterVariable (&cl_minfps_qualitypower);
- Cvar_RegisterVariable (&cl_minfps_qualityscale);
+ Cvar_RegisterVariable (&cl_minfps_qualitystepmax);
+ Cvar_RegisterVariable (&cl_minfps_qualityhysteresis);
+ Cvar_RegisterVariable (&cl_minfps_qualitymultiply);
+ Cvar_RegisterVariable (&cl_minfps_force);
Cvar_RegisterVariable (&cl_maxfps);
Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
Cvar_RegisterVariable (&cl_maxidlefps);
svs.perf_acc_realtime += deltacleantime;
// Look for clients who have spawned
+ playing = false;
for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
if(host_client->spawned)
if(host_client->netconnection)
- break;
- if(i == svs.maxclients)
- {
- // Nobody is looking? Then we won't do timing...
- // Instead, reset it to zero
- svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = 0;
- }
- else if(svs.perf_acc_realtime > 5)
+ playing = true;
+ if(svs.perf_acc_realtime > 5)
{
svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
}
if(svs.perf_lost > 0 && developer_extra.integer)
- Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport(vabuf, sizeof(vabuf)));
+ if(playing) // only complain if anyone is looking
+ Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport(vabuf, sizeof(vabuf)));
svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = 0;
}
}
if (!sv.active && !cls.demoplayback && !cls.connect_trying)
{
- Cbuf_AddText("togglemenu\n");
+ Cbuf_AddText("togglemenu 1\n");
Cbuf_Execute();
}