# High-FPS Client Plan This document describes how to move the current client from a hard 60 FPS model to a safe high-FPS model without breaking gameplay timing. Date of analysis: 2026-04-16 ## Executive Summary The current client is not limited to 60 FPS by a single config value. It is limited by architecture. Current hard constraints in the source: - `src/UserInterface/PythonApplication.cpp` - constructor switches `CTimer` into custom time mode - main loop advances by a fixed `16/17 ms` - main loop sleeps until the next tick - `src/EterBase/Timer.cpp` - custom mode returns `16 + (m_index & 1)` milliseconds per frame - `src/GameLib/GameType.cpp` - `g_fGameFPS = 60.0f` - `src/GameLib/ActorInstanceMotion.cpp` - motion frame math depends on `g_fGameFPS` - `src/EterLib/GrpDevice.cpp` - presentation interval is also involved, especially in fullscreen Because of this, a simple FPS unlock would likely produce one or more of these problems: - broken combo timing - incorrect animation frame stepping - combat desync with the server - accelerated or jittery local effects - unstable camera or UI timing The correct design is: 1. Keep simulation on a fixed tick. 2. Decouple rendering from simulation. 3. Add interpolation for render state. 4. Expose render cap and VSync as separate options. ## Current Timing Model ### Main loop In `src/UserInterface/PythonApplication.cpp`: - `CTimer::Instance().UseCustomTime()` is enabled in the constructor. - `rkTimer.Advance()` advances simulated time. - `GetElapsedMilliecond()` returns a fixed `16/17 ms`. - `s_uiNextFrameTime += uiFrameTime` schedules the next frame. - `Sleep(rest)` enforces the cap. This means the current process loop is effectively built around a fixed 60 Hz clock. ### Gameplay coupling `src/GameLib/GameType.cpp` defines: ```cpp extern float g_fGameFPS = 60.0f; ``` This value is used by motion and attack frame math in: - `src/GameLib/ActorInstanceMotion.cpp` - `src/GameLib/RaceMotionData.cpp` The result is that update timing and motion timing are coupled to 60 FPS. ## Design Target Target architecture: - simulation update: fixed 60 Hz - render: uncapped or capped to monitor / user value - interpolation: enabled between fixed simulation states - VSync: optional - gameplay legality: unchanged from the server point of view This lets the client render at: - 120 FPS - 144 FPS - 165 FPS - 240 FPS - uncapped while still keeping game logic deterministic. ## Recommended Implementation ### Step 1: Replace the custom fixed timer for frame scheduling Do not delete all timer code immediately. First isolate responsibilities. Split timing into: - simulation accumulator time - render frame delta - presentation pacing Recommended source touchpoints: - `src/EterBase/Timer.cpp` - `src/EterBase/Timer.h` - `src/UserInterface/PythonApplication.cpp` Preferred clock source: - `QueryPerformanceCounter` / `QueryPerformanceFrequency` - or a StepTimer-style wrapper with high-resolution real time ### Step 2: Convert the main loop to fixed update + variable render Current model: - one process pass - one fixed pseudo-frame - optional sleep Target model: ```text read real delta accumulate delta while accumulator >= fixedTick: run simulation update accumulator -= fixedTick alpha = accumulator / fixedTick render(alpha) present optional sleep for render cap ``` Recommended fixed tick: - `16.666666 ms` Recommended initial render caps: - 60 - 120 - 144 - 165 - 240 - unlimited ### Step 3: Keep gameplay update on fixed 60 Hz Do not increase gameplay tick in the first rollout. Keep these systems on the fixed update path: - network processing that depends on gameplay state - actor motion update - attack state transitions - player movement simulation - effect simulation when tied to gameplay - camera state that depends on actor state This reduces risk dramatically. ### Step 4: Render from interpolated state The renderer must not directly depend on only the last fixed update result if you want smooth motion at high refresh rates. Add previous and current renderable state for: - actor transform - mount transform - camera transform - optionally important effect anchors At render time: - interpolate position - slerp or interpolate rotation where needed - use `alpha` from the simulation accumulator Without this step, high-FPS output will still look like 60 FPS motion with extra duplicate frames. ### Step 5: Separate render cap from VSync The current D3D present settings are not enough on their own. Recommended behavior: - windowed: - allow `immediate` plus optional software frame cap - fullscreen: - keep VSync configurable - do not rely on fullscreen `PresentationInterval` as the only limiter Source touchpoint: - `src/EterLib/GrpDevice.cpp` ### Step 6: Make `SetFPS()` real or remove it `app.SetFPS()` exists today but only stores `m_iFPS`. It does not drive the main loop. Source touchpoints: - `src/UserInterface/PythonApplication.cpp` - `src/UserInterface/PythonApplication.h` - `src/UserInterface/PythonApplicationModule.cpp` Required action: - wire `m_iFPS` into the render pacing code - or rename the API to reflect the real behavior ### Step 7: Audit all 60 FPS assumptions Search and review every system that assumes 60 FPS timing. Known touchpoints: - `src/GameLib/GameType.cpp` - `src/GameLib/ActorInstanceMotion.cpp` - `src/GameLib/RaceMotionData.cpp` - `src/AudioLib/MaSoundInstance.h` - `src/AudioLib/SoundEngine.cpp` - `src/AudioLib/Type.cpp` Expected rule: - gameplay timing stays fixed at 60 Hz for rollout 1 - render-only timing becomes variable - audio smoothing constants may need review if they are implicitly tied to frame rate instead of elapsed time ## Rollout Plan ### Phase 1: Mechanical decoupling - introduce high-resolution real timer - add accumulator-based fixed update loop - keep simulation at 60 Hz - render once per outer loop Deliverable: - no visible gameplay behavior change at 60 Hz cap ### Phase 2: Interpolation - store previous and current render states - render with interpolation alpha - validate player, NPC, mount, and camera smoothness Deliverable: - motion looks smoother above 60 Hz ### Phase 3: Render settings - implement `render_fps_limit` - implement `vsync` toggle - expose settings to Python and config Deliverable: - user-selectable 120 / 144 / 165 / 240 / unlimited ### Phase 4: Validation Test matrix: - 60 Hz monitor, VSync on and off - 144 Hz monitor, cap 60 / 144 / unlimited - minimized and alt-tab paths - crowded city combat - boss fight - mounted combat - loading transitions - packet-heavy scenes Metrics: - stable attack cadence - no combo timing regression - no movement speed regression - no animation stalls - no camera jitter - no CPU runaway when capped ## Risks ### High risk - attack and combo logic tied to frame count - animation transitions tied to frame count - server-visible timing drift ### Medium risk - effect systems that assume one render per update - audio systems with frame-based smoothing - UI code that assumes stable fixed frame cadence ### Lower risk - D3D present configuration - config plumbing for user settings ## Minimal Safe First Patch If the goal is the fastest safe path, the first implementation should do only this: 1. keep gameplay at fixed 60 Hz 2. render more often 3. interpolate actor and camera transforms 4. expose render cap option Do not attempt in the first patch: - 120 Hz gameplay simulation - rewriting all motion logic to time-based math - changing server combat timing ## Success Criteria - client can render above 60 FPS on high refresh displays - gameplay remains server-compatible - no measurable change in combat legality - 60 FPS mode still behaves like the current client ## Recommended Next Step Implement Phase 1 and Phase 2 together in a branch. That is the smallest meaningful change set that can produce visibly smoother output without committing to a full time-based gameplay rewrite.