Notes |
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(0019182)
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mifu
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2018-05-02 13:29
(edited on: 2018-05-02 13:30) |
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Forgot to mention, it also happens in software.
EDIT: Just had someone with windows XP test this on 3.1 and it happens there too
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(0019183)
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DrinkyBird
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2018-05-02 14:45
(edited on: 2018-05-02 14:48) |
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I don't appear to have any noticable stuttering. Testing on straight up doom2 map01, it's as smooth as 3.0.
OS: Windows 7 Enterprise N (SP1)
CPU: i5-4460
RAM: 16GB DDR3-1600
GPU: Radeon RX 580 (8GB; Radeon Software Adrenalin Edition 18.4.1)
edit: attached DxDiagSean.txt
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Now that I've said I don't get struttering, I get stuttering. It's like my FPS is halved. Very weird... |
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I have a working fix, turns out the polled timer on windows (that is being used since 0003334) gives incorrect values for "TicStart" and "TicNext" making the "I_GetTimeFrac" function return wrong values.
I replaced the calculation for TicStart and TicNext and basically ended up with what GZDoom does after the timer refactor which made everything smooth again.
I guess we'll have to discuss how to fix this in a dev meeting. |
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The fix was pulled for windows but some testing is in order on Linux. |
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Tested on Zandronum 3.1-alpha-180520-0650 online and offline
The suttering is still there, but is not as severe as before.
To prove that the suttering is not completely gone, i had to do this:
In console, bind "Turn180" to any key
Spam such key and you will notice your screen suttering.
(This doesnt happen in 3.0 and lower versions of zandronum)
Edit1: The suttering is even worse if you try to move while spamming turn180
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Does this mean that you only get stuttering when using turn180? |
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Its hard to tell, sometimes i might get a very small, almost unnoticeable suttering while playing randomly, but as i stated above, spamming turn180 while moving reproduces such suttering a lot often.
Answering your question, no, i dont get suttering by only using turn180.
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(0019382)
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mifu
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2018-08-22 13:45
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Sorry for late reply but the latest alpha seems to have fixed the issue for me!
Dont know about the others yet but ill see if i can round them up for some testing :) |
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(0019398)
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unknownna
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2018-08-25 21:35
(edited on: 2018-09-10 11:28) |
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I too seem to get the visual stuttering in 3.1-alpha 180520-0650 when using turn180 with cl_capfps 0. It seems to be a GZDoom issue, as it also happens in GZDoom 3.5.0.
EDIT:
Made a bug report on the ZDoom forums:'https://forum.zdoom.org/viewtopic.php?f=2&t=61986 [^]'
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(0021305)
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mifu
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2020-05-02 07:24
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Adding another note to advised i played some online with the latest 3.1 alpha and I do not get any stuttering |
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Quote from Leonard I replaced the calculation for TicStart and TicNext and basically ended up with what GZDoom does after the timer refactor which made everything smooth again.
I guess we'll have to discuss how to fix this in a dev meeting.
Since the main issue was fixed here, let's continue the discussion on the other ticket that deals with the tick desyncs between clients and the server. |
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