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The frame step leaves 20 fps where 30 fits - #2402
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mcmanussliam wants to merge 1 commit into
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mcmanussliam wants to merge 1 commit into
mcmanussliam wants to merge 1 commit into
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… takes one off the run of fits instead of ending it, and a failed probe goes back to the hold it left
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What and why
Fixes #2400. In Ocarina of Time on an M4, the game sat at 20 fps in places where it could hold 30. Two rules in
nvn_fstep_nextcaused it:FSTEP_LEAK) takes one off the count instead. Frames further over still reset it, so a scene that can't hold 30 isn't tried more often.probe_from).Details: The frame step holds 20 fps where 30 fits.
Checked
Tests:
make -C dm/gfx/tests GAME=0400486024DEC000 t_fstep(84 pass; the two new behaviour tests fail on main);python3 -m unittest dm/tools/tests/test_docs.py(OK);dm/tools/lint_c.py tidy(no new findings)Games run: The Legend of Zelda: Ocarina of Time
0400486024DEC000v131072, the Mac app with onlydmhostswapped. Same route and settings (Dynamic resolution off), one run each (3.3 and 4.0 min):Devices and OS: Apple M4 (10-core GPU), macOS 27.0.1
regress.py check --games: not run. Ocarina of Time is the only game I have, andregress.pyneeds--platform macbuild folders.regress.py impact main..HEADnames Breath of the Wild, Tears of the Kingdom and Pokémon Scarlet, and Mario Kart World also uses the frame step. None of these were checked; a run from their owners would help, especially Breath of the Wild on an iPhone, which relies on the probes.Docs
python3 dm/tools/docs_symptoms.pywas run