Kawe Mazidjatari 4927654da0 Bugfix: only run NVIDIA Reflex if we ran an actual engine frame
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.
2023-09-12 20:50:38 +02:00
..
2023-08-22 01:07:01 +02:00
2023-06-19 13:53:56 +02:00
2023-08-31 00:16:25 +02:00
2023-06-13 17:43:32 +02:00
2023-09-09 14:50:11 +02:00
2023-07-17 02:40:06 +02:00
2023-09-12 17:45:17 +02:00
2023-08-31 00:19:11 +02:00
2023-07-25 00:19:48 +02:00
2023-01-22 12:04:21 +01:00
2022-12-03 02:58:34 +01:00
2023-03-27 17:42:55 +02:00
2023-01-23 23:40:40 +01:00
2023-05-06 12:16:24 +02:00
2022-11-17 17:51:37 +01:00
2022-12-03 02:57:11 +01:00
2022-12-03 02:57:11 +01:00
2023-05-10 00:05:38 +02:00
2023-05-20 14:03:44 +02:00
2023-03-27 17:42:55 +02:00
2023-04-10 22:30:57 +02:00
2022-09-25 13:36:55 +02:00
2023-08-21 18:52:05 +02:00
2023-08-04 14:32:06 +02:00
2022-09-09 02:28:03 +02:00
2023-03-01 00:09:38 +01:00
2023-07-11 08:42:02 +02:00
2022-08-30 01:22:53 +02:00
2023-07-06 00:49:17 +02:00
2022-08-30 01:22:53 +02:00
2022-12-03 02:57:11 +01:00
2023-01-19 15:06:08 +01:00
2023-02-13 23:46:37 +01:00
2023-01-20 17:20:50 +01:00