Most of crytek releases utilizing their cryengine has this issue where the frames aren’t being consistently delivered resulting in “bad frame pacing”. In a 30FPS game. New frames should be sent to the display every other frame.
New frame Duplicate frame New frame Duplicate frame
This is what consistent frame pacing should be for a 30 FPS target.
Here’s what bad frame pacing looks like.
New frame Duplicate frame Duplicate frame New frame Duplicate frame New frame New frame Duplicate frame
As you can probably tell this is not consistent for a 30 FPS update. Can we solve it? Yes! Atbeit with a catch. Input latency will be increased.
Part 1 - Researching Framerate limit
Searching for the
fps string comes with with a few results.
Notable one being
sys_MaxFPS with the description
Limits the frame rate to specified number (int)
FUN_0210f510:02111cc1(*), FUN_021175a0:0211774c(*), FUN_0211c640:0211c6bc(*), FUN_0230ee70:02315821(*)
Peeking on the reference, the last one caught my eye.
02315821 48 8d 35 LEA RSI,[s_sys_MaxFPS_02ca3a03] db e1 98 00 02315828 48 8d 15 LEA RDX,[DAT_04632bf4] c5 d3 31 02 0231582f 4c 8d 0d LEA R9,[s_Limits_the_frame_rate_to_specifi_02ca3a0e] d8 e1 98 00
0x4632bf4 Some testing reveals that this seem to be where the value gets stored.
Part 2 - Implementing a better 30 FPS Limit
We can write 1 to ESI which
sceVideoOutSetFlipRate will accept as a parameter.
0x0 16.67ms -- 60hz 0x1 33.33ms -- 30hz 0x2 50.00ms -- 20hz
01fadf4a 31 f6 XOR ESI,ESI 01fadf4c 41 8b bf MOV EDI,dword ptr [R15 + 0x128] 28 01 00 00 01fadf53 e8 f8 a7 CALL sceVideoOutSetFlipRate bc 00 ... 01fadfc4 cd 41 INT 0x41 01fadfc6 e9 58 ff JMP LAB_01fadf23 ff ff
Previous code does
XOR ESI,ESI which just writes 0 to ESI.
Writing 1 to ESI requires some code cave.
01fadf4a eb 78 JMP LAB_01fadfc4 01fadf4c 41 8b bf MOV EDI,dword ptr [R15 + 0x128] 28 01 00 00 01fadf53 e8 f8 a7 CALL sceVideoOutSetFlipRate bc 00 ... 01fadfc4 be 01 00 MOV ESI,0x1 00 00 01fadfc9 eb 81 JMP LAB_01fadf4c
JMP LAB_01fadfc4 ... MOV ESI,0x1 JMP LAB_01fadf4c
First instruction jumps to
0x01fadfc4 then write 0x1 to ESI and then jumps back to
01fadf4c to contiune the code flow.
We will have to write 0 to sys_maxfps to remove the existing cap entirely.
0210e698 48 e8 1b CALL SUB_02c818b9 32 b7 00 ... 02c818b9 8b 05 65 MOV EAX,dword ptr [DAT_03b98424] 6b f1 00 02c818bf c6 05 2e MOV byte ptr [DAT_04632bf4],0x3c 13 9b 01 3c 02c818c6 c3 RET
0x03b98424 because it is always being executed.
The breakpoint would lead to the address above.
MOV EAX,dword ptr [DAT_03b98424] This just runs the previous instruction overwritten by call.
01f4fdee 48 8d 35 LEA RSI,[s_r_DrawNearFoV_02c81850] 5b 1a d3 00 01f4fdf5 48 8d 15 LEA RDX,[DAT_03b98424] 28 86 c4 01 01f4fdfc 4c 8d 05 LEA R8,[s_Sets_the_FoV_for_drawing_of_near_02c8185e] 5b 1a d3 00
Notice how the Green line is more stable than the Orange line.
Thanks to the patrons who supported me on various platforms! You guys are awesome!
- Jeff Eberlin
- Ryan N