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| author | 2021-06-18 16:32:46 +0200 | |
|---|---|---|
| committer | 2021-09-18 23:22:20 +0200 | |
| commit | 4297d2fea2228ff4afe2a7c244fb8b3f1a97491a (patch) | |
| tree | 25a1ce3a2d41bf9e066c7a57a441be65e282f16f /src/input_common/main.cpp | |
| parent | main: TAS Playback state label (diff) | |
| download | yuzu-4297d2fea2228ff4afe2a7c244fb8b3f1a97491a.tar.gz yuzu-4297d2fea2228ff4afe2a7c244fb8b3f1a97491a.tar.xz yuzu-4297d2fea2228ff4afe2a7c244fb8b3f1a97491a.zip | |
core: Hacky TAS syncing & load pausing
To keep the TAS inputs synced to the game speed even through lag spikes and loading zones, deeper access is required.
First, the `TAS::UpdateThread` has to be executed exactly once per frame. This is done by connecting it to the service method the game calls to pass parameters to the GPU: `Service::VI::QueueBuffer`.
Second, the loading time of new subareas and/or kingdoms (SMO) can vary. To counteract that, the `CPU_BOOST_MODE` can be detected: In the `APM`-interface, the call to enabling/disabling the boost mode can be caught and forwarded to the TASing system, which can pause the script execution if neccessary and enabled in the settings.
Diffstat (limited to 'src/input_common/main.cpp')
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