My current idea is to expect the games framerate [likely 60Hz].
If the renderer framerate is lower, the hook should start swapping manually (so vsync is not done, alternatively use extensions for this) and time should be delayed in proportion to how much time was lost. Later, network support should be disabled at some threshold. For simplicity, audio should be kept running for now, but if-need-be, buffer fills could be stopped and sample times interpolated.
If the renderer framerate is higher, the hook should manually pause to match 60 Hz. The user should possibly be warned. If extensions exist, the framerate should be locked to 60 Hz
Original GitLab issue 118
See #51
A speedhack should be implemented.
My current idea is to expect the games framerate [likely 60Hz].
If the renderer framerate is lower, the hook should start swapping manually (so vsync is not done, alternatively use extensions for this) and time should be delayed in proportion to how much time was lost. Later, network support should be disabled at some threshold. For simplicity, audio should be kept running for now, but if-need-be, buffer fills could be stopped and sample times interpolated.
If the renderer framerate is higher, the hook should manually pause to match 60 Hz. The user should possibly be warned. If extensions exist, the framerate should be locked to 60 Hz