7.8 KiB
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
CTimerinto custom time mode - main loop advances by a fixed
16/17 ms - main loop sleeps until the next tick
- constructor switches
src/EterBase/Timer.cpp- custom mode returns
16 + (m_index & 1)milliseconds per frame
- custom mode returns
src/GameLib/GameType.cppg_fGameFPS = 60.0f
src/GameLib/ActorInstanceMotion.cpp- motion frame math depends on
g_fGameFPS
- motion frame math depends on
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:
- Keep simulation on a fixed tick.
- Decouple rendering from simulation.
- Add interpolation for render state.
- 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 fixed16/17 ms.s_uiNextFrameTime += uiFrameTimeschedules 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:
extern float g_fGameFPS = 60.0f;
This value is used by motion and attack frame math in:
src/GameLib/ActorInstanceMotion.cppsrc/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.cppsrc/EterBase/Timer.hsrc/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:
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
alphafrom 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
immediateplus optional software frame cap
- allow
- fullscreen:
- keep VSync configurable
- do not rely on fullscreen
PresentationIntervalas 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.cppsrc/UserInterface/PythonApplication.hsrc/UserInterface/PythonApplicationModule.cpp
Required action:
- wire
m_iFPSinto 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.cppsrc/GameLib/ActorInstanceMotion.cppsrc/GameLib/RaceMotionData.cppsrc/AudioLib/MaSoundInstance.hsrc/AudioLib/SoundEngine.cppsrc/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
vsynctoggle - 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:
- keep gameplay at fixed 60 Hz
- render more often
- interpolate actor and camera transforms
- 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.