Some parts of the engine have to be rebuild in order to implement this correctly, therefore, it has been removed for now to avoid potential performance problems.
fps_max_rt and fps_max_gfx have been limited to 295 to avoid a contest with the engine's hard limit causing huge performance hits.
CEngine::Frame() tends to return out early if we are ahead of frame time, and therefore need to sleep. In this particular engine, CEngine::Frame() returns true if it had actually executed an engine frame, else it returns false.
Therefore, we end up calling 'NvAPI_D3D_Sleep()' multiple times a frame, and thus causing a major loss in performance. Now we check if we have actually ran a frame (incrementing reflex frame if so). If the frame was not incremented, but 'GFX_RunLowLatencyFrame()' was called, it will not call 'NvAPI_D3D_Sleep()'.
Code has been tested and appears to work on my system (never called twice or more per frame). Needs more testing on other systems to make sure its good.
Propagated latency markers in an attempt to further reduce input latency. Code is pending rigorous testing on several systems, including systems powered by an AMD GPU to make sure we are not impacting performance on systems that does NOT support NVIDIA Reflex.
Limits frames at a much higher level of precision than 'fps_max' and 'fps_max_gfx', probably ideal to reduce input latency even more. Also changed the logic of the NVIDIA Reflex frame limiter, to which it would use the desktop's refresh rate if set to '-1'. The new render thread frame limiter has a similar behavior. Using desktop refresh rates on the render thread or NVIDIA Reflex frame limiter requires 'fps_max' to be set to 0 (unlimited), as it would otherwise result in a major performance drop due to a contest if fps_max_(gfx/rt) is set to a similar number as fps_max.
The server can exploit the client with these netmessages, therefore, sv_cheats shouldn't be used to toggle it. Create a cvar that the server and client have to enable individually to enable the system.
Use CUtlVector, and remove every copy caused by passing vectors by value. CUtlVector does not support copying. Also removed all extraneous std::string copies caused by calling itoa instead of std::to_string, or std::stoll, etc. All features have been tested and work as designed.
The runtime checksum is now also written to the file, as any changes to the info node entities will cause this checksum to change, and therefore we should warn the user that the file needs to be rebuilt. The NavMesh CRC is now written at the END of the AIN file, and only checked if a NavMesh is present for that particular level. The same warning gets printed if this checksum mismatches as the user should rebuilt it.
NOTE: the NavMesh checks are custom and are not part of the official AIN file structure of this game. This is added as the NavMeshes are frequently rebuilt.