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Fixed Reflex Low Latency mode not working to limit VRR framerate in Unity games.
1 parent 5ee436f commit e45f685

4 files changed

Lines changed: 11 additions & 6 deletions

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CHANGELOG.txt

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@@ -1,4 +1,9 @@
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26.4.17
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26.4.17.1
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=========
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+ Fixed Reflex Low Latency mode not working to limit VRR
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framerate in Unity games.
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26.4.17
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=======
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+ Allow non-NVIDIA users to enable Unity Game Thread Pacing,
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minus Reflex integration (rather marginal benefit loss).

include/SpecialK/DLL_VERSION.H

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@@ -3,8 +3,8 @@
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#define SK_YEAR 26
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#define SK_MONTH 4
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#define SK_DATE 17
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#define SK_REV_N 0
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#define SK_REV 0
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#define SK_REV_N 1
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#define SK_REV 1
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#ifndef _A2
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#define _A2(a) #a

src/framerate.cpp

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@@ -5092,6 +5092,8 @@ game_pacer_s::signalEvent (void)
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bool
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game_pacer_s::isSupported (void)
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{
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static constexpr auto SK_Reflex_MinimumFramesBeforeNative = 150;
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return
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last_frame_id != 0 && !config.nvidia.reflex.native;
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last_frame_id != 0 && !config.nvidia.reflex.native && SK_GetFramesDrawn () > SK_Reflex_MinimumFramesBeforeNative;
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}

src/plugins/unity.cpp

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@@ -3005,8 +3005,6 @@ SK_Unity_PaceGameThreadDxgi (IDXGISwapChain *pSwapChain, DXGI_FRAME_STATISTICS *
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// Do not sync to SwapChain thread if the game thread is already behind schedule.
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if (timeNow < next_tick)
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{
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//SK_WaitForSingleObject (game_pace.event, 15UL);
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SK_Framerate_WaitUntilQPC (next_tick -
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static_cast <LONGLONG> (
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static_cast <double> (pLimiter->get_ticks_per_frame ()) *

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