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https://github.com/moonlight-stream/moonlight-android.git
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Use frame drop hack to reduce latency and micro-stuttering for now
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@ -309,6 +309,31 @@ public class Game extends Activity implements SurfaceHolder.Callback,
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float displayRefreshRate = prepareDisplayForRendering();
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LimeLog.info("Display refresh rate: "+displayRefreshRate);
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// HACK: Despite many efforts to ensure low latency consistent frame
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// delivery, the best non-lossy mechanism is to buffer 1 extra frame
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// in the output pipeline. Android does some buffering on its end
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// in SurfaceFlinger and it's difficult (impossible?) to inspect
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// the precise state of the buffer queue to the screen after we
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// release a frame for rendering.
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//
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// Since buffering a frame adds latency and we are primarily a
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// latency-optimized client, rather than one designed for picture-perfect
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// accuracy, we will synthetically induce a negative pressure on the display
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// output pipeline by driving the decoder input pipeline under the speed
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// that the display can refresh. This ensures a constant negative pressure
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// to keep latency down but does induce a periodic frame loss. However, this
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// periodic frame loss is *way* less than what we'd already get in Marshmallow's
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// display pipeline where frames are dropped outside of our control if they land
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// on the same V-sync.
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//
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// Hopefully, we can get rid of this once someone comes up with a better way
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// to track the state of the pipeline and time frames.
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int roundedRefreshRate = Math.round(displayRefreshRate);
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if (!prefConfig.disableFrameDrop && prefConfig.fps >= roundedRefreshRate) {
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prefConfig.fps = roundedRefreshRate - 1;
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LimeLog.info("Adjusting FPS target for screen to "+prefConfig.fps);
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}
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StreamConfiguration config = new StreamConfiguration.Builder()
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.setResolution(prefConfig.width, prefConfig.height)
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.setRefreshRate(prefConfig.fps)
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@ -410,7 +410,7 @@ public class MediaCodecDecoderRenderer extends VideoDecoderRenderer {
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}
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// Render the last buffer
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if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP && prefs.disableFrameDrop) {
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if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
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// Use a PTS that will cause this frame to never be dropped if frame dropping
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// is disabled
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videoDecoder.releaseOutputBuffer(lastIndex, 0);
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