increase interp ratio to 1.5

This commit is contained in:
jacob 2026-03-15 16:45:51 -05:00
parent 9800cb9f04
commit 43b0cede66

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@ -895,8 +895,7 @@ void V_TickForever(WaveLaneCtx *lane)
////////////////////////////// //////////////////////////////
//- Compute movement & look //- Compute movement & look
// f32 max_look_radius = 5; f32 max_look_radius = 5;
f32 max_look_radius = 50;
f32 min_look_radius = 0.025; f32 min_look_radius = 0.025;
frame->is_looking = !frame->is_editing && !frame->palette.is_showing && !frame->held_buttons[Button_Alt]; frame->is_looking = !frame->is_editing && !frame->palette.is_showing && !frame->held_buttons[Button_Alt];
@ -1717,7 +1716,7 @@ void V_TickForever(WaveLaneCtx *lane)
// How many ticks back in time should the user thread blend between? // How many ticks back in time should the user thread blend between?
// <Delay> = <USER_INTERP_RATIO> * <Tick interval> // <Delay> = <USER_INTERP_RATIO> * <Tick interval>
// E.g: At 1.5, the world will render 75ms back in time if the sim runs at 50tps // E.g: At 1.5, the world will render 75ms back in time if the sim runs at 50tps
f64 interp_ratio = TweakFloat("Interpolation ratio", 1.2, 0, V_MaxInterpRatio); f64 interp_ratio = TweakFloat("Interpolation ratio", 1.5, 0, V_MaxInterpRatio);
//- Blended sim tick //- Blended sim tick
f64 target_blend_sim_tick = (f64)ack - interp_ratio; f64 target_blend_sim_tick = (f64)ack - interp_ratio;