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